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TABLE OF CONTENTS
2
I. THE STUDIO FRAMEWORK II. THE DESIGN BRIEF CASE STUDY HOUSES RESEARCH
HOUSE PRECEDENTS
III. DESIGN CRITERIA AND RESEARCH BIOLOGICAL FORM(EVO-DEVO)
COLONIAL ORGANISMS
P. 8
P.14 P.30
P.44 P.46
IV. COMPUTATIONAL FRAMEWORK
P.52
V. MATERIAL EXPERIMENTATION
P.80
VI. NEXT STEPS
P.86
3
4
I THE STUDIO FRAMEWORK
5
THE STUDIO FRAMEWORK
6
The Spyropoulos Studio framework
for the concluding year of the Behavioural
is the human-to-unit scale. Since the design
Complexity agenda is to design a system of
is a house, the human aspect is very import-
36 houses. Those 36 houses are inspired
ant in the design. The units, when assembled
by the Case Study House initiative, which
should be able to comfort the needs of the
took place in the United States in the 50s.
user. Hence, in this scale, the units should be
This leads into the second scale, which
able to convey phase-changing properties. In this booklet, The Case study houses
For instance, units could become soft to create
are analyzed and the main key-factors of their
a bed for the user to sleep on, or they could
success are investigated further. They are used
become rigid to create a partition or a table.
as a guideline for the team’s design approach.
Finally, the third scale is that of the
The approach to designing the 36
house itself, which deals with the struc-
houses will be through designing a pro-
ture of the house and the overall configu-
totypical system of units. The system will
ration, the indoor and out-doors relation-
be
ship and the massing. In order to achieve
designed
on
three
varying
scales.
the
The first scale is the unit-to-unit
tom-up design approach, a computation-
scale. The objective of this scale is to al-
al model of particle-spring system is used.
low the units to communicate with each
other, evolve, and react to the environmen-
tal and behavioural conditions. The units
model will be further discussed in later sections.
should have the properties to self-assemble,
self-communicate,
and
self-evolve.
Materiality is one of the main important factors in this scale. The units should be able to convey properties of softness and rigidity to be able to move and create various spaces.
7
different
configurations
using
bot-
The three scales and computational
BOTTOM-UP DESIGN APPROACH
In the design of the architectural
system, we use the concept of behavioural, bottom-up processes. This bottom-up design approach uses a system of artificial intelligence.
John
Johnston
explains
the
basics of artificial intelligence in his book “The Allure of the Machinic Life: Cybernetics, Artificial Life, and New Ai.” He simplifies the concept of behavior based process through describing Douglas Hofstader’s theory. Hofstader looked into a colony of ants to explain the idea of a bottom-up system.
The colony of ants convey how teams
of ants cooperate to perform a specific task, where information is passed from ant to ant or team to team, but there is no one central program or processing unit. (342) Cognition is described as collective and distributive among multi-agent system where there is no central control. He also adds that the ants’ collective activities result in a higher level of complexity, which is described as emergence. Hence, our design is approached similarily, where a unit should behave autonomously
and
communicate
according
to the surrounding with no central control.
8
THE SYSTEM SCALES: The first scale deals with the single unit which is the building block of the house. This building block should convey properties that will allow it move, self-assemble, and communicate with other units. Materiality is one of the main key- factors to allow the units to become phase-changing. Programming rules is another key factor to allow the units to become autonomous and allow for communication between the units.
The second scale deals with the human -to- unit aspect. Since, the final outcome is a house, then it should respond to the user’s wants and requirements. In theory, a house should have the capacity to reconfigure everytime the user desires such reconfiguration. Therefore, the population in this scale is bigger to be able to form interior spaces to comfort the human. A population of units could form a bed for the user, or a desk.
The third and final scale deals with the overall house configuration. This is where the population of units is the highest, to create the masses, solid and void of the house, circulation and networks, and finally the structure.
1 2 3
9
PREVIOUS SPYROPOULOS STUDIO PRECEDENTS: RUB-A-DUB
One of the generations of the Spy-
ropoulos studio explored the design of proto-systems in space. The unit was a simple sphere which self-assembles through a series of magnetic forces. The images show the various experimentations and the visualization of the final spaces. This precedent helps explain the brief of the studio and the different scales expected from our team.
10
HYPERCELL
One of the more recent projects in
the studio is the “Hyper Cell” project. The unit is a “voxel” or a simple cube which is patterned to allow for flexibility and ease of movement. The pattern allows it to turn to a sphere to move and the magnets allow the units to attach and climb. The hypercell also helps define the three scales and the brief of our studio. The images show the different scales of the project.
NEXT
This year’s brief complements the
previous works of behavioural complexity. However, This year our aim is to use these units to create a variation of 36 houses. Hence, the user is known and the units should assemble to form the basic requirements in the house. The challenge is to be able to create architecture that not only changes and self-configures, but also configures into all the different spaces within the house. Air and water, the basic elements of life should be considered in the design. The units should convey softness to create interiors, and opacity to create the different enclosures.
11
12
II THE DESIGN BRIEF CASE STUDY HOUSES
13
THE BRIEF
14
The case study house initiative was a
Hence, the 36 case study houses
program that encouraged young architects of
initiative delt with those specific requirements
the time to design residential homes with new
and challenges. However, it is still interesting
ideas, provided the restrictions they had due
because they required “best suited material
to war. The announcement stated that the
of the time and they had a vision of creating
“house must be capable of duplication and
a house that is capable of duplication op-
in no sense be an individual performance”.
timizing the technologies provided.
(arts & architecture). The houses were to
analyzing the case study houses we found
be conceived as “the spirit of the time.”
some initial concepts of of flexibility in fur-
niture, of consideration of the human user,
Initially
mobility and the multiuse of space for instance. Those key factors were further analyzed, and different criteria were outlined to analyze the 36 case study houses. They were analyzed based on size, context, roof type, structure, material, and solid to void ratio.
15
CASE STUDY HOUSES ANALYSIS
HOUSE SIZE
16
CASE STUDY HOUSES ANALYSIS
HOUSE SIZE The Case Study Houses were
analysed
according to their floor areas to set out the size range that will be used for our house design. They ranged from the smallest of 70m2 to the largest of 1700m2. The average area of the case study hoouses is 280m2. These values will be used as guidelines for the size of the bounding box of our system of units.
17
CASE STUDY HOUSES ANALYSIS
TRANSPARENCY
18
CASE STUDY HOUSES ANALYSIS
TRANSPARENCY The Case Study Houses were
analysed
according to the transparency of their materials and opennes of the houses. The range of transparency ranges from 20% to 100% which allows us different options for manipulating transparency in our house. Transparency of our system could vary from the density of the units or their material.
19
CASE STUDY HOUSES ANALYSIS
ROOF TREATMENT
20
CASE STUDY HOUSES ANALYSIS
ROOF TREATMENT The Case Study Houses were
analysed
according to their roof treatment and type. This gives insight to the areas closed up or shaded which would be important in setting up the system for our house.
21
MATERIALS MATERIALS #1-1
#1-2
#2
CASE STUDY HOUSES ANALYSIS #3
MATERIALS
#7
#11
No Name No Name DAVIDSON J.R. DAVIDSON #1-1 J.R. 1945(unbuilt) 1945(unbuilt) 167 167
No Name No Name J.R. DAVIDSON J.R. DAVIDSON #1-2 1948 1948 239 239
Sumner Sumner SpaukdingSpaukding
#2 and John Rex and John Rex
1948 70
#24
1948 70
Lath House Lath House #24 A. Quicy Jones A. Quicy Jones
Frederick Frederick E. EmmonsE. Emmons 1961 1961 200 200
The Frank The House Frank House
#25
#25 Killingsworth, Killingsworth, Brady Brady
#3Wurster, Bernardi Wurster, Bernardi
#27
#27 Campbell Campbell and Wongand Wong
No Name No Name Thornton M. Thornton Abell M. Abell #7 1948 1948 180 180
#5
#5 Whitney R.Whitney Smith R. Smith
1947 185
1947 185
No Name No Name
and Emmon and Emmon 1949 1949 105 105
No Name No Name
#11J. R. Davidson J. R. Davidson 1946 255
Lath House Lath House
#12 Whitney R.Whitney Smith R. Smith
#13
Richard Neutra Richard Neutra #13
1946 100
#6
1946 255
#12
1946 100
Alpha House Alpha House Unbuilt Unbuilt 345 345
#17B #17B
22
Stuart Bailey Stuart House Bailey House
#20.A #20.A Richard Neutra Richard Neutra
No Name No Name Craig Ellwood Craig Ellwood 1956 1956 1200 1200
1961 230
1961 230
CSH 27
CSH 27
1963 200
1963 200
No Name No Name 1946 315
1946 315
No Name No Name Richard Richard Neutra #6 Neutra 1945 1945 320 320
#10
No Name No Name #10 Nomland Kemper Kemper Nomland Nemper Nomland Nemper Jr. Nomland Jr. 1945-19471945-1947 176 176
#16
No Name No Name #16 Rodney Walker Rodney Walker 1947 440
1947 440
Bass House Bass House
C. Buff, C. C. Straub, Buff, C. D.Straub, Hensman D. Hensman #20.B #20.B 1958 465
1958 465
se e
mons ns
ady y
ng g
.
b, D. Hensman D. Hensman
#9#9
#18B #18B
Entenza House Entenza House Charles Eames Charles Eames Ero Saarinen Ero Saarinen 1949 1949 223 223
Fields House Fields House Craig Ellwood Craig Ellwood 1958 1958 150 150
CASE STUDY HOUSES ANALYSIS
Charles & Charles & Ray Eames Ray Eames 1949 1949 286 286
#8#8
MATERIALS
CHS 21B CHS 21B Pierre Koenig Pierre Koenig 1946 1946 120 120
#21B #21B
The materials of the houses were broken down into categories to identify the constit-
#22 #22
No Name No Name Pierre Koenig Pierre Koenig 1960 1960 213 213
#18A #18A
uents of the house
West House West House Rodney Walker Rodney Walker 1948 1948 120 120
and
its rigidity and
flexibility. Those aspects are crucial when its comes to the unit prototype design which overall affects how the system would behave.
#23B #23B
#26 #26
#28 #28
Killingsworth Killingsworth Brady Smith Brady Smith 1960 1960 240 240
1962 1962 200 200
No Name No Name Buff Hansman Buff Hansman 1966 1966 465 465
CSH 1950/
1950/ #1950 CSH Raphael Soriano #1950 Raphael Soriano 1950 1950 100 100
#1953 #1953
#4 #4
No Name No Name Craig Ellwood Craig Ellwood 1953 1953 220 220
#23A #23A
#23B #23B
Materials Not Specified #21.A Materials Not Specified #21.A Not Built Not Built
APT1 APT1
APT2 APT2
Killingsworth Killingsworth Brady Smith Brady Smith 1960 1960 120 120
Killingsworth Killingsworth Brady Smith Brady Smith 1960 1960 120 120
No Name No Name R. Neutra R. Neutra 1946 1946 900 900
No Name No Name Alfred N.Beale Alfred N.Beale Alan A.Dailey Alan A.Dailey 1964 1964 250 250
Killingsworth Brady, Killingsworth Brady, Smith &A-Assoc. Smith &A-Assoc. 1964 1964 1700 1700
Greenbelt House Greenbelt House Ralph Rapson Ralph Rapson 1949 1949 221 221
23
CASE STUDY HOUSES ANALYSIS
ANOMALIES
24
CASE STUDY HOUSES ANALYSIS
ANOMALIES Some of the Case Study Houses had distinctive features that made them stand out from the rest of the houses. It’s important to shed light on these differences and understand how they were concieved and why. Some of the houses were actually several different entities while others were attached modules. These features would help us articulate our system design.
25
MODULARITY AND ORGANIZATION IN THE CSH:
The following case study houses in specific are unique in modularity, organi-
zation and adaptability. The first one, for instance, by Campbell and Wong shows the housing unit as a module which replicates to create a cluster. The house by raphael Soriano on the other hand shows a very distinctive modular grid of column which emphasizes the shape of the house. Finally, Ellwood’s house, displays modularity of the steel structure which in turn creates lightness. This creates adaptation in terms of structure.
1.
Campbell and Wong, 1963
2,
Raphael Soriano, 1950
3.
Craig Ellwood, 1956
26
CONTEXT ADAPTIBILITY:
Another kind of adaptation is one through surrounding. The following set of case
study houses each respond to a particular contextual issue. For instance, Nomland’s is embedded in the ground, walker’s is multi-storey, and Koenig’s has a buffer of water around the house. Those examples inspire the ideas of architecture that is adaptable to users needs. If the adaptability was to be ever evolving and ever changing according to the user at different times then the house could become a more efficient and successful model.
1.
Kemper Nomland, 1945-1947 Embedded in ground
2,
Pierre Koenig, 1946 Water surrounding
3.
Rodney Walker, 1947 Multi-storey
27
28
II THE DESIGN BRIEF HOUSE PRECEDENTS
29
30
ENDLESS HOUSE- FRIEDRICK KIESLER
31
32
ENDLESS HOUSE- FRIEDRICK KIESLER “ALL ENDS MEET IN THE ENDLESS”
The endless house by Friedrick
Kiesler is interesting due to its concept of
ELASTIC SPACE
continuouty and endless space. Kiesler wanted to create a space made from a one continuous ribbon. The spatial configuration is unique because of Kiesler’s elastic spatial concept and endlessly flowing continu-
CONTINUOUTY
ous space. This house in particular, inspired the team’s concept to create ever-evolving elastic spaces. These spaces could have the capacity to create continuouty. The units could convey a certain elastic property.
EVOLUTION
33
34
ZIP HOUSE RICHARD & SU ROGERS 35
ZIP HOUSE RICHARD & SU ROGERS
Place: UK Date: 1968-1969 Architect: Richard + Su Rogers Structural Engineer: Anthony Hunt Associates Services Engineer: Max Fordham Quantity Surveyor: GA Hanscomb Partnership
36
The Zip House is an interesting
precedent due to the lightness conveyed in its structural system.
The zip house has a very unique
fabrication process.
The house is constructed by struc-
tural rings. All the components of the rings are pre-fabricated off site and can be easily assembled on site to form these rings, which are then assembled to form the house. Even after the house is built, the structural rings can be easily added to or moved from the whole house unit according to the requirements of the owner and the rings have multiple options for color, fenestration and texture.
As for mobility, the ‘stand-alone individual unit can move and adapt to different sites, including multi-storey urban situations’, due to the lightness of the structure which look like “legs.” The house is an interesting concept of adaptability.
37
38
LIVING POD- DAVID GREENE 39
1 2 1 Perspective view of living pod. The pod simply consists of a soft capsule, several support legs and apertures. 2 & 3 These images show the lightness of the pod, which means it is easy to transport to different environment, such as rich field or barren field.
3
4 The unit pod can stand alone or be plugged in to a city mega-structure. 5 The interior of the pod is soft and flexible. For instance, the floor could bend according to users' behaviour or requirement.
DAVID GREENE, LIVING POD, 1965 40
4 5
DESCRIPTION
OVER GROUND
LIGHTNESS-EASE OF TRANSPORT SOFT SPACES
DIMENSIONS Floor area: 85m2
MATERIAL Unit - two-level fibreglass pod with an inner-bonded sandwich of insulation and/ or finish; structure - 12 steel support nodes (6 tension, 6 compression)
FABRICATION Factory-fabricated, an 'appliance for carrying with you'
MOBILITY Unit designed to move around to multiple locations and is adaptable for use as either a stand-alone house or as part of an urban system
41
42
III THE DESIGN CRITERIA & RESEARCH
43
EVO
WHY EVO-DEVO? I. MODULARITY ORGANIZATION & SEGMENTATION
To continue on the concept of evolu-
Hence, the team looked into “Endless Forms
tion, and to identify the criteria and guidelines
Most Beautiful- EVO DEVO” by Sean B. Car-
for the design of the units and the system,
roll. Biological form identifies the simple idea
it was important to study boilogical forms.
for mobility and movement. These simple
IV. SPECIALIZATION
III. REPITITION
“IT IS POSSIBLE, AS OUR HUMAN SKIN, ALL
DESIGN CRITERIA •
The first criterion of Modular archi-
tecture of a human hand/lobopodian helps understand organization and how these creatures perform and move.
II. SYMMETRY & POLARITY
OF THE CELLS ORGANIZE, SO THAT
SOME ARE PHOTO-SENSITVE AND
SOME ARE SOUND-SENSITIVE,AND
THEY’RE HEAT SENSITIVE ...
ONE COULD BE A SCREEN OTHERS
BREATHING AIR, OTHERS LETTING
LIGHT IN, AND THE WHOLE THING
COULD ARTICULATE JUST AS
SENSITIVELY AS A HUMAN BEING’S SKIN.” BUCKMINSTER FULLER.
•
•
Symmetry and polarity are the uni-
Repitition as seen in the butterfly
•
Specialization as described above by
versal features of animal design. And they
wing, what seems to be very complex is
fuller, through skin cells is one of the most
are important to help us understand how
actually a very simple pattern of repitition.
important criteria. It is important for each unit
could a unit potentially move, climb, and
Hence, complexity arises from simple pat-
to have a specific task and know how to
stabilize.
terns of repitition.
communicate with different units.
44
DEVO EVOLVING UNIT functions and characters conveyed by the
lined below:
animal kingdom, as mentioned in the book, are simple. Yet, these result in the behavioural complexity. The criteria relevant to our research are out-
V. DIVERSITY
EVOLUTION
Finally, all those criteria, modularity, sym-
metry, specialization leads to diversity and finally all lead to evolution. Hence, all those criteria are interdependent. As part of the design research, the team is exploring if such criteria could be used in the design of the architectural unit to create this kind of evolving property? Because in theory, If diversity is achieved in the scale of the units then evolution could occur on the second and third scales mentioned previously.
•
Diversity is concerned with different
•
Finally, as shown above, this leads
functions for different animals, for example,
to the idea of evolution. A bat and a bird
as shown above, the limbs. It is important to
both have wings, yet each evolved based
show how each limb performs and is creat-
on the function of each and the conditions
ed differently in each animal.
of each.
45
46
COLONIAL ORGANISMSPORTUGESE MAN OF WAR 47
COLONIAL ORGANISMS Colonial organisms are seen as the first step of evolution starting from a single cell into multicells. A prominent example is the Portuguese man-of-war, which is part of a group related to jellyfish called siphonophores. What appears to be one organism is actually a colony of identical cells. All the individual cells can carry out all functions necessary for life, so they could all be seen as a single organism. The genetically identical individual cells tend to later specialise for different tasks for the better survival of the overall ecology. Some form tentacles (banded strands) while others form feeding bodies (brown speckled parts), floats, or reprodcutive structures. The colony is dependant on each other, however, can still survive alone and perhaps join another colony.
SINGLE CELL
48
MULTICELLULAR MATRIX
DIFFERENTIATED CELLS
SPECIALIZED TISSUE
ORGANISATIONAL STRATEGY Our project’s organizational strategies would follow the main concepts of colonial organisms, which are the following: BOTTOM-UP APPROACH
BOTTOM-UP APPROACH
The project’s self assembly strategy will follow a bottom-up approach where intelligence is the product of the collective actions. Opposite to the top-down approach, there is no central controlling body ordering the individual units.
ENDLESS GROWTH AND RESTRUCTURING
ENDLESS GROWTH & RESTRUCTURING
The organization of the project would be structured in a way that allows endless growth and addition to the ecology, while also allowing for separation and losing units that could form separate ecologies.
DIFFERENTIATION AND SPECIALIZATION
DIFFERENTIATION & SPECIALIZATION
Identical units would have the ability to differentiate itself from others in order to perform specialised tasks that lead to the overall survival of the ecology.
COLLECTIVE COORDINATION
COLLECTIVE COORDINATION
The organisational system would be based on a collective coordination between its specialized cells performing different tasks cohesively.
49
50
IV COMPUTATIONAL FRAMEWORK
51
COMPUTATIONAL FRAMEWORK PARTICLE & SPRING SYSTEM
1 UNIT-TO UNIT/ PARTICLE-SPRING
The first scale is the basic system. In the
physical world, the unit is a basic construction element of a house, which could work self-assembly. As mentioned earlier. But in digital world, a unit means a particle, which has a mass. It is also affected by forces of repulsion and attraction. In this scale, the interaction among particles is performed by springs.
2 UNIT-TO-HUMAN/ BODY
This scale focuses on the human- unit
interaction. In the physical world, a small group of units could be floors, columns, walls, ceilings, furnitures and so on. They can respond and transform according to human behavior.
However,
in the digital world, the exploration of particle is about the organizational strategies forming bodies through forces, such as cohesion, separation, alignment etc.
3 UNIT-T0-HOUSE-/ ECOLOGY
This scale emphasizes on the unit to form
a house. In physical world, a large number of units could self-organize and construct a whole house. As all units are in the same dynamic and intelligent system, the whole house is also dynamic and intelligent. In the digital field, particle and springs system is a three-dimensional aggregational model/ ecology. It also includes an organization of bodies.
52
INITIAL CODE
The following are the global varibales in the code: final float NODE_SIZE = 10; float EDGE_LENGTH = 10; final float EDGE_STRENGTH = 0.2; final float SPACER_STRENGTH = 1000; int envSize=500
void addNode(){ Particle p = physics.makeParticle(); int ref=(int) random(0, physics.numberOfParticles()-1); Particle q = physics.getParticle(ref);
Our team is exploring the design
while ( q == p ) {
through the Particle-Spring system for coding
ref=(int) random(0, physics.numberOfParticles()-1);
simulation and the following is the base code
q = physics.getParticle(ref);}
we are using. The initial library is
the traer
addSpacersToNode( p, q );
physics library. It includes functions of particle
makeEdgeBetween( p, q );
and spring formations. The initial particle size,
p.position().set(
spring length and strength are set.
q.position().y() + random( -10, 10 ), 0 );
q.position().x()
+
random(-10,10),
}
53
54
S
N
N
S
1 UNIT-TO-UNIT/ PARTICLE&
N
N
S
Mass
S
A UNIT IN THE DIGITAL WORLD:
S
Repulsion
In our digital world, a unit is a parti-
N
cle with mass. In this scale, the interaction among
N
S
particles is performed by springs.
Springs
55
56
2 UNIT-TO-HUMAN/ BODIES TRANSLATION OF UNIT-TO- HUMAN INTERACTION IN THE DIGITAL WORLD
This scale focuses on the human- unit interaction. In the physical world, a small group
of units could be floors, columns, walls, ceilings, furnitures and so on. They can respond and transform according to human behavior.
However, in the digital world, the exploration of
particle is about the organizational strategies forming bodies through forces, such as cohesion, separation, alignment etc. A small group of particles connected with springs by local rules.
APPROACH TO SYSTEM DESIGN:
In order to form bodies from particles
2 approaches were taken. The first approach was hierarchical. This means that in a population of particles, one particle is given importance. This particle could act as a center where springs form. It could also control the attractive and repulsive forces etc.
COLORS: LIGHT GRAY: erarchical. This is where all the particles are R:200 given the same importance, and all of them have the sameG:200 properties. B:200
Hierarchical system
The other approach is the non-hi-
DARK GRAY: R:66 G:66 B:66 PINK: R:247
Non-hierarchical system
57
NON- HIERARCHICAL SYSTEM COLORS: LIGHT GRAY: R:200 G:200 B:200
The non-hierarchical system of particles formed bodies of lines and loops. Bodies also behaved differently under attractiive and repulsive forces. These experiments shown below were performed through different codes as shown.
DARK GRAY: R:66 G:66 B:66
Line
PINK: R:247 G:0 B:100
int ref=(physics.numberOfParticles()-2); Particle q = physics.getParticle(ref);
To form a line, the code is written so that each particle attaches to the previous one.
Loop int ref=(physics.numberOfParticles()-2); Particle q = physics.getParticle(ref);
Attraction
if(physics.numberOfParticles()>=time){ Particle t = physics.getParticle(0); addSpacersToNode( p, t ); makeEdgeBetween( p, t ); p.position().set( t.position().x() + random( -10,10 ), t.position().y() + random( -10, 10 ), 0 );}
physics.makeAttraction( p, q, SPACER_STRENGTH/10000, EDGE_ LENGTH*2 );
physics.makeAttraction( p, q, -SPACER_STRENGTH/1000, EDGE_ LENGTH*2 ); Attraction & Repulsion
The attractive and repulsive are created by creating 2 bodies, and the set of particles in one particle fully attract and the other body fully repels.
58
HIERARCHICAL SYSTEM
LINEAR GROWTH
In the following set of coding sketches the emphasis was given to one line which
in turn formed other lines to give the effect of the growing network.
Type 1
Type 2
int ref; if(physics.numberOfParticles()<7) ref=physics.numberOfParticles()-2; else{ if (physics.numberOfParticles()%7==0) ref=(int) random(0,6); else ref=physics.numberOfParticles()-2; } Particle q = physics.getParticle(ref); int ref; if(physics.numberOfParticles()<7) ref=physics.numberOfParticles()-2; else{ if (physics.numberOfParticles()%7==0) ref=physics.numberOfParticles()/7; else ref=physics.numberOfParticles()-2; } Particle q = physics.getParticle(ref);
Type 3 int ref; if(physics.numberOfParticles()<10) ref=physics.numberOfParticles()-2; else ref=physics.numberOfParticles()-10; Particle q = physics.getParticle(ref);
59
HIERARCHICAL SYSTEM COLORS: LIGHT GRAY: R:200 G:200 B:200 DARK GRAY: R:66 G:66 B:66
RADIAL GROWTH
PINK: R:247 G:0 B:100
Type 1 int ref; if (physics.numberOfParticles()%5==0) ref=0; else ref=physics.numberOfParticles()-2; Particle q = physics.getParticle(ref);
Type 2 int ref=0; Particle q = physics.getParticle(ref);
Type 3 int ref; Particle p = physics.makeParticle(); ref= physics.numberOfParticles()-2; Particle q = physics.getParticle(ref); Particle t = physics.getParticle(0);
60
HIERARCHICAL SYSTEM
HYBRID OF LINEAR AND RADIAL GROWTH
Type 1
int ref; if (physics.numberOfParticles()<7) { ref= physics.numberOfParticles()-2; Particle q = physics.getParticle(ref); } if (physics.numberOfParticles()>=7{
Type 2
int ref; if (physics.numberOfParticles()<7) ref= 0; if (physics.numberOfParticles()>=7 && physics.numberOfParticles()<60) ref= (int)random(0, 6); if (physics.numberOfParticles()>=60) ref= (int)random(7, 13);
Type 3
int ref; if (physics.numberOfParticles()<30){ ref=0; Particle q = physics.getParticle(ref);} else{ ref =(int) random(0,physics.numberOfParticles()-1); Particle q = physics.getParticle(ref); }
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HYBRID OF HIERARCHICAL AND NON-HIERARCHICAL SYSTEMS: CHANGEABLE CORE PARTICLE:
The basic form is a
star, so that there is a core particle in the center and some
supporting
particles.
However, the center particle alternates to another and hence the core changes.
Color of center particle: blue
Color of center particle: green int ref; if (f.age()<600) ref=(int)b.particleIndex.get(0); else if ((f.age()<700)) ref=(int)b.particleIndex.get(1); else if ((f.age()<800)) ref=(int)b.particleIndex.get(2);
Color of center particle: yellow
Color of center particle: purple
else if ((f.age()<900)) ref=(int)b.particleIndex.get(3); else ref=(int)b.particleIndex.get(4); Particle e= physics.getParticle( ref );
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CONNECTION & RECONNECTION: A group of particles structure could be connected and disconnected. Then the particle body could transform to another body form. After various reconfigurations, the form is totally different from the initial form, but the units and their proper-
if (e.age()%50==0) { for (int j=0; j<physics.numberOfSprings(); j++) { Spring f= physics.getSpring( j ); Particle a = f.getOneEnd(); Particle b = f.getTheOtherEnd(); if ((a==e)||(b==e)) physics.removeSpring(f);}}
ties are still the same. The following images demonstrate the processing sketches of the code. Step1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 8
Step 9
Step 7
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3 UNIT-TO-HOUSE/ ECOLOGY
UNIT-TO HOUSE TRANSLATION IN THE DIGITAL WORLD: This scale, as mentioned earlier, emphasizes on the unit to form a house. As all units are in the same dynamic and intelligent system, the whole house is also dynamic and intelligent. In the digital field, particle and springs system is a three-dimensional aggregational model/ ecology. It also includes an organization of bodies.
THE FOUR SET OF LOCAL RULES THAT THE TEAM EXPLORED ARE NAMED AS FOLLOWS:
The Swallow Rule
The Check Rule
The Chase Rule
The Weave Rule
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THE SWALLOW RULE 1:
In this coding sketch, particles inter-
change to create a flexible ecology. Specifically, it means that particles could be set free from the bodies they are in, and at the same time join other bodies. Therefore, it is like an effect of swallowing particles from a body to another.
The condition for letting go/setting
free of a particle is when a particle reaches a specific age.
When a particle is free, it has more
than one option:
In the first option, which is swallow
rule 1:
A body will randomly swallow the
particle.
if ((a.position().x()-b.position().x()<50)&&(a.position().x()-b. position().x()>-50)&&(a.position().y()-b.position().y()<505)&&(a. position().y()-b.position().y()>-50)) makeEdgeBetween(a, b );
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The following diagrams demonstrate the particle exchange in the swallow rule:
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THE SWALLOW RULE 2:
10 bodies 10 particles in each body int temp=(int)b.particleIndex.get(1); b.particleIndex.remove(1); a.particleIndex.add(temp);
In the second swallow rule. The conditions are set to allow the bodies to let go only of the second particle of its own and then the other body will swallow the free particles. Two initial states were set: 1. The bodies are linear, and hence when the particle interchange occurs, they form more of a web. The second state is described in the next code sketch.
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THE SWALLOW RULE 3:
10 bodies 20 particles in each body int temp=(int)b.particleIndex.get(1); b.particleIndex.remove(1); a.particleIndex.add(temp);
2. The initial state is a radial state, where the bodies are connected to the core. This results in a huge-like star structure.
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THE CHASE RULE : This behavior attempts to create a continuous network where every unit in a body will connect a certain unit in the previous body and finally they could be connected and form a linear network.
1
2
3
4 72
Body b=(Body)bodies.get(i); Body c=(Body)bodies.get(i-1); for (int j=0; j<b.particleIndex.size(); j++) { int temp= (int)b.particleIndex.get(j); Particle f= physics.getParticle( temp ); int ref; if (f.age()<150) ref=(int)c.particleIndex.get(0); else if (f.age()<200) ref=(int)c.particleIndex.get(1); else if (f.age()<300) ref=(int)c.particleIndex.get(2); else if (f.age()<400) ref=(int)c.particleIndex.get(3); else ref=(int)c.particleIndex.get(4); Particle e= physics.getParticle( ref ); makeEdgeBetween( f, e ); b.springNew.add(physics.numberOfSprings()-1); f.position().set( e.position().x() + random( -10, 10 ), e.position().y() + random( -10, 10 ), 0 ); }
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THE CHECK RULE :
In this coding sketch, the particles
communicate with each other and will only connect with the one within a certain range or distance from itself.
At the same time, there is a limit to
the number of springs a unit could make. If the spring number is more than the limit, the particle will release all the springs.
If the unitâ&#x20AC;&#x2122;s spring number is less the
minimum limit, it will form new springs with its neighbours. It is important for the unit to be able to achieve this kind of communication. It is important to realize the maximum capacity of springs a particle could make.
before
after
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Connect Randomly: int ref=(int)random(0, cles());
Check spring number: physics.numberOfParti-
int neighSpring(Particle _a) { int neighbSpring=0; ArrayList pS=new ArrayList();
Particle q=physics.getParticle(ref);
for (int i=0; i<physics.numberOfSprings(); i++) { Spring s=physics.getSpring(i); Particle a = s.getOneEnd(); Particle b = s.getTheOtherEnd(); if ((a==_a)||(b==_a)) { pS.add(i); neighbSpring++; } } return neighbSpring; } Make springs with neighbours when spring number is less then 3: if (neighb<3) { Particle q=physics.getParticle(j); PVector v2 = new PVector(q.position().x(), q.position().y(), 0); if (p!=q) dis = v1.dist(v2); if ((dis<100)&&(neighSpring(q)==0)) { makeEdgeBetween( p, q );
Kill springs when spring number is more then 3: if (neighb>3) { for (int j=0; j<springArray(p).size(); j++) { int temp= (int)springArray(p).get(j); Spring s=physics.getSpring(temp); physics.removeSpring(s); }
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THE WEAVE RULE :
The units here assemble in a grid
to try and create linear bodies, these linear bodies then weave to create a mesh which could be related to structural modularity in the context of a house.
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Body b=(Body)bodies.get(i); Body c=(Body)bodies.get(i-1); for (int j=0; j<b.particleIndex.size(); j++) { int temp= (int) b.particleIndex.get(j); int ref; Particle p=physics.getParticle( temp ); ref=(int) c.particleIndex.get(j); Particle q=physics.getParticle(ref); makeEdgeBetween( p, q ); p.position().set( q.position().x() + random( -10, 10 ), q.position().y() + random( -10, 10 ), 0 ); }
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V MATERIAL
EXPERIMENTATION
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MATERIAL CRITERIA
The analysis of the 36 Case Study Houses resulted in several material criteria that were taken into account in the design of houses.
TRASITION
WATER Water is an integral important part of any house. Water networks supplying the house and being used for cooling and heating is a necessity. Also, concepts of rainwater harvesting and water recycling should be taken into account. Since water is a major aspect of living, we were interested in studying it closer and exploring possibilities were water could act as an actuator to our system. Furthermore, conductive fluids and water based materials were looked at as possible scenarios were water is the main key. Water properties such as condensation and its ability to be absorbed by other materials and expand opened up ideas for our endless, growing system.
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ADAPTIBILITY
MOBILITY
MATERIAL EXPERIMENTATION
MAGNETIC LIQUID MOBILITY FERROFLUID
WATER ABSORPTION EXPANSION PHASE-CHANGING HYDROGEL
HYDROPHOBIC SOFT PHASE-CHANGING
MAGIC SAND
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WATER AS AN ACTUATOR EXPERIMENT SILICONE CASTING PROCESS
I. CAST TOP
II. CAST BOTTOM
III. COMBINE
IV. REMOVE MOULD
V. ACTUATE WITH WATER
3D PRINTED MOULD
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DIGITAL CAST-WATER SIMULATION
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VI NEXT STEPS
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HOUSE TO UNIT REVERSE ENGINEERING
PARTICLE-SPRING SYSTEM
CASE STUDY HOUSES
VOLUME
SOLID/ VOID
ACCESS/ NETWORK
POPULATION SPRING LENGTH
GENETIC VARIATION Using the Case S tudy H ouses as inputs i n our system a s bounding volumes that g uide our generative process o f creating the teamâ&#x20AC;&#x2122;s 36 houses b y varying t he specific system conditions.
PHYSICAL MODEL Model showing aggregation and population of our system.
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SEEDING POINTS ATTRACTION /REPULSION
DENSITY
UNIT TO UNIT PROTOTYPE
PHYSICAL MODEL
RIGID
PLIANT
DIGITAL MODEL
SOFT
SIMULATIONS
Testing materiality and s imulating interactions and connections t o develop the prototype.
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BIBLIOGRAPHY “HyperCell.” Hyper Cell. Web. 24 Mar. 2016.
““Rub-a-dub.” Rub-a-dub. Web. 24 Mar. 2016. Sypropoulos, Stephen, and Theodore Sypropoulos.Enabling: The Work of Minimaforms. London: Architectural Association, 2010. Print
Johnston, John, ‘The New AI: Behaviour-Based Robotics, Autonomous Agents, and Artificial Evolution, in The Allure of the Machinic Life: Cybernetics, Artificial
Life, and the New A.I., The MIT Press, 2008, p. 337-384.
“Arts & Architecture: Case Study House Program Introduction.” Web. Carroll, Sean B. Endless Forms Most Beautiful: The New Science of Evo Devo and the Making of the Animal Kingdom. New York: W.W. Norton, 2006. Print. “Deadly Beauty: A Portrait of the Portuguese Man-of-War.” National Geographic. National Geographic Society, Web. Kiesler, Frederick, Klaus Bollinger, Florian Medicus, Camilla Nielsen, Sabine Schmidt, and Sarah Fleissner. Endless Kiesler. Basel: Birkhäuser, 2015. Print. Smith, Elizabeth A. T., and Peter Gössel. Case Study Houses: 1945-1966: The Californian Impetus. Köln: Taschen, 2006. Print. Smith, Elizabeth A. T., and Esther McCoy. Blueprints for Modern Living: History and Legacy of the Case Study Houses. Los Angeles: Museum of Contemporary Art, 1998. Print. Spyropoulos, Theodore, Brett D. Steele, John H. Holland, Ryan Dillon, Mollie Claypool, John Frazer, Patrik Schumacher, Makoto Sei Watanabe, David Ruy, and Mark Burry. Adaptive Ecologies: Correlated Systems of Living. London: Architectural Association, 2013. Print.
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