Thesis Progress

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contents idea

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precedents

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abstract animation

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interaction experiment intro

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hardware and tools

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data / visualization

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fabrication

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finished product

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interaction / reflection

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idea /* Parametric design software has been a key component in contemporary architectural design. it has allowed designers the freedom to digitally explore a multitude of design alternatives with relatively immediate feedback. this mode of exploration allows for a fluid and dynamic process of experimentation and analysis. typically this potential has been employed by designers as a means of optimization. once a combination is found which maximizes performance and efficiency it is chosen as the final result. in the actualization of this specific set of parameters the fluidity and potential for variation that the software provided is lost, and the seemingly infinite potential of the object is narrowed down to a single state. i am interested in prolonging the life of the parametric model beyond it’s digital existence into the built environment. Hopefully this will imbue a higher, more complex level of interaction between building and participant which is more congruent with the current level of interaction the designer has with his parametric model. */


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future cities lab // Practice Future Cities Lab is an experimental design and research office based in San Francisco, California and Athens, Greece. Design principals Jason Kelly Johnson and Nataly Gattegno have collaborated on a range of awardwinning projects exploring the intersections of architecture with advanced fabrication technologies, responsive building systems and urban space. Their work has been published and exhibited worldwide. // xeromax envelop{e} (right) This interactive installation consists of an intricate geometric surface that plays host to clusters of tiny energy-seeking robotic parasites. The suspended surface was fabricated from thousands of interlocking luminescent parts that pulsate in response to the shifting proximity of gallery visitors. / * FCL’s work is valuable to my research in that their beautifully detailed models successfully maintain a parametric existence in physical form through the use of various responsive technologies. These projects embody a critical rethinking of traditional architectural practices through these highly dynamic and interactive architectural explorations */


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// viviSyS (left) a robotic soundscape and networked auroras of electron emitting cold cathode tubes respond to interactions from their environment. vivisys synthesizes patterns of the organic and the manufactured into a new creative paradigm for energy, form and matter. // DeSert HouSe (right) it is part kinetic structure, part experimental interface, and part analytical drawing instrument. in addition to adapting in real-time to shifting conditions in the gallery, xr’s metaheuristic behavior gains intelligence, spatial complexity and richness over time.

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mark goulthorpe/dECOi //Hyposurface The Aegis Hyposurface is designed principally by Mark Goulthorpe and the dECOi office with a large multi-disciplinary team of architects, engineers, mathematicians and computer programmers, among others. This project was developed for a competition for an interactive art-work for the foyer of The Birmingham Hippodrome Theatre. The piece is a facetted metallic surface that has potential to deform physically in response to electronic stimuli from the environment (movement, sound, light,etc). Driven by a bed of 896 pneumatic pistons, the dynamic ‘terrains’ are generated as real-time calculations. The piece marks the transition from autoplastic (determinate) to alloplastic (interactive, indeterminate) space, a new species of reciprocal architecture.


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servo //Dark Places (left) Servo’s proposal for Joshua Decter’s Dark Places Exhibition is a suspended, re-configurable, plastic exhibition display infrastructure that sorts, contains and adjusts monitors containing selected art works. Visitors, through remote sensing and touchable surfaces will re-configure the content being displayed. //Thermocline (far right) Integrating digital design, fabrication, lighting, and sound technologies, Thermocline upgrades the infrastructure of a conventional furniture unit, transforming its surface into a multi-sensory experience.


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krets //Practice Krets conducts research into architectural processes with implications into social, cultural and technological aspects. the work is pursued in response to emerging electronic cultures which are bringing about new conditions in public and private environments, as well as the parallel development of digitally enhanced production strategies. the group operates through project-based work, ranging from design projects to public seminars and workshops. the research is investigating the impact of new technologies on design processes, collaborative models and architectural design solutions. each project consists of a collection of prototypes situated between the product and the experiment. alternate design and production strategies informed by digital technologies of mass customization are deployed in all stages of development. //ParceL ProJect (right) Punched plastic sheets equipped with computational intelligence through microprocessors, printed circuits, and a variation of sensors, lighting and speakers, are folded into volumes. when combined they form a wallpaneling system integrating information technology and infrastructure as well as illumination and sound.


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// SPLiNeGraFt the SplineGraft project sets up a reactive environment in which sound dampening panels are continuously reshaped by a network of actuating devices, triggered by user movement. the panels are grafted into an existing environment, supported by structural racks allowing a range of different configurations.

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fizzle project //UCLA (TADS) This project originally aimed to enliven a motionless storefront in Hollywood by reacting to passers by using sensing technologies and a responsive lighting system. Unfortunately the necessary equipment was too expensive and a rethinking of the project was necessary. Instead of reacting to people, the designers flipped the idea of behavior on its head in an attempt to get visitors to react to the installation instead of the other way around. The start: A burst of light begins from within the wall form, at the back of the lattice structure. The signal of this light generates reactions from nearby components, which in turn further incite adjacencies, and so on. Then, the initial wall glow diminishes and the surrounding lights subsequently lose their luster and fade to black. These cycles happen at five programmed zones between the two window boxes. / * althought the project did not end up being reactive as planned, the project is inspiring in terms of its detail and integration of lighting and wiring during fabrication */


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animation //exPLoratioNS these forms are abstract representations of a virtual space travelled through in a video game called portal. the gameplay was recorded and then layerded upon two other similar recordings. Keyframes of this footage were selected and placed in rhino. the locations of “portals� within each keyframe became profile curves. these curves were then lofted to create flowing solids that weave in and out of one another. the images on the right are evenly spaced keyframes from a fly-through animation showing the interior conditions and relationships between the forms.


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PORTAL VIDEO COMPOSITE FRAMES / PORTAL OUTLINES LOFTED


// KeyFrame DiaGram this diagram shows the relationship between each keyframe and the 3 “portals” on each image.

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// FLy-tHrouGH aNimatioN a line was interpolated along the centroids of each profile curve in order to define a path directly through the center of each lofted form. this line was used as a camera path for an animation in order to explore the spaces within and the relationships between each “wormhole.� the images above are keyframes from the animation. each horizontal row is associated with a different loft.

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// LoFt maNiFeStatioNS the images above show two physical representations of the digital lofts created in the animation study. // PySicaL variatioN these physical lofts are parametric in a way; the section curves that define the interpolation points (made of chipboard in this case) can be slid along the form to constrict or expand the overall mass at different locations.

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interaction / fabrication study /* this study was an introduction to a wide variety of tools [software, hardware, and fabrication methods] that allowed me to experiment with ideas of user interaction, participation, and control. */ // iNteractioN Six photoresistors were integrated into the plastic forms of the tube. two of the six will always remain active and each will control one of two servos. users can manipulate the form of the tube by altering the amount of light reaching the photoresistors. the reaction is a constant physical expansion and contraction as well as the manipulation of parameters in a digital model // ParticiPatioN aside from the interaction with light sensors, the user can activate any combination of two sensors via an iPhone app. the user can also override the sensors and manually change the servo inputs via the same app.


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hardware // Arduino // Servos // Photoresistors


// arDuiNo arduino is an open-source electronics prototyping platform based on flexible, easyto-use hardware and software. it’s intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments. arduino can easily interface with a wide variety of computer programs, sensors, motors, and various other input/output devices. in this study arduino is primarily used in conjuntion with processing, grasshopper, firefly, several light sensors and servos.

// ServoS the servos used in this study are rc hobby servos and cost apprximately $5. Dimensions: 1.57” x 0.79” x 1.44” (40 x 20 x 36.5mm) weight: 1.44oz (39g)

// PHotoreSiStorS a photoresistor is made of a high resistance semiconductor. if light falling on the device is of high enough frequency, photons absorbed by the semiconductor give bound electrons enough energy to jump into the conduction band. the resulting free electron (and its hole partner) conduct electricity, thereby lowering resistance.

operating Speed (4.8v no load) : 0.14sec / 60 degrees (6.0v no load) : 0.11sec / 60 degrees Stall torque (4.8v): (8 kg/cm) (110oz/in.) (6.0v): (11kg/cm) (156oz/in.)

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software_1 // Rhino // Grasshopper // Processing // Firefly // gHowl // TouchOSC // Pachube


// rHiNo NurBS modeling for windows / * During the animation assignment rhino was used in conjunction with Grasshopper to parametrically loft, rebuild, and animate the “wormholes.” although rhino’s involvment during the interaction and fabrication study was fairly passive and minimal, it served as the base platform for all of the software used in this study, and was frequently used to input initial data into grasshopper. */

// GraSSHoPPer For designers who are exploring new shapes using generative algorithms, Grasshopper is a graphical algorithm editor tightly integrated with rhino’s 3-D modeling tools. unlike rhinoScript, Grasshopper requires no knowledge of programming or scripting, but still allows designers to build form generators from the simple to the awe-inspiring. / * in this study Grasshopper was used as the basic link between both hardware and software. it served as the mediator between firefly and rhino, manipulating data streams in order to affect both digital and physical models simultaneously. */

// ProceSSiNG Processing is an open source programming language and environment for people who want to create images, animations, and interactions. initially developed to serve as a software sketchbook and to teach fundamentals of computer programming within a visual context, Processing also has evolved into a tool for generating finished professional work. today, there are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning, prototyping, and production. / * i briefly experimented with Processing at the beginning of the interaction study, but found it much more straightforward to utilize the firefly interface to deal with the various inputs and outputs. Firefly comes with a premade Processing “sketch” that gives firefly control over each input and output on the arduino board. */

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software_2 // Rhino // Grasshopper // Processing // Firefly // gHowl // TouchOSC //Pachube


// FireFLy Firefly is a set of comprehensive software tools dedicated to bridging the gap between Grasshopper, the arduino micro-controller, the internet and beyond. it allows near realtime data flow between the digital and physical worlds, and will read/write data to/from internet feeds, remote sensors and more. it also includes a Pachube reader.

// GHowL gHowl is a set of components which extend Grasshopper’s ability to communicate and exchange information with other applications and physical devices. / * gHowl was helpful in this study because it allowed for the remote monitoring and control of the responsive compnents employed in this experiment via a wi-Fi connection. */

// toucH oSc the application allows to remote control and receive feedback from software and hardware that implements the oSc protocol. the interface provides a number of different touch controls to send/receive messages: * Faders * rotary controls * Push buttons * toggle buttons * xy pads * multi-faders * multi-toggles * LeDs * Labels (New!) it supports full multi-touch operation, five controls can be used at the same time. additionally the program can send accelerometer data. the application comes with five default layouts that are organized in multiple pages but custom layouts can be constructed using the touchoSc editor application.

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software_3 // Rhino // Grasshopper // Processing // Firefly // gHowl // TouchOSC //Pachube


pachube // worLDwiDe SeNSor DataBaSe apart from enabling direct connections between any two devices, objects or environments, it can also be used cross-domain and cross-industry, to facilitate many-to-many connections: just like a physical “patch bay” (or telephone switchboard) Pachube enables things to “plug-in” to other things in real time so that, for example, buildings, weather stations, interactive environments, air quality monitors, networked energy monitors, virtual worlds and mobile sensor devices can all “talk” and “respond” to each other in realtime.

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data visualization // DATA The processing and analysis of data is crucial to the responsiveness and physical parameterization of the built environment. These physical responses and interactions are essentially physical manifestations of the data being processed. It is important then to understand the flows of data that are directly affecting the variation of the built environment.

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The data visualizations shown here and on the following page are dynamically drawn completely in Grasshopper. A circle is subdivided into as many segments as there are data inputs. At each of these segments rectangles are drawn and stacked upon each other with their length representing the cur7.0 rent value of a specific sensor (in this case 8.0 each sensor is a photo-resistor with a range of 0 volts9.0to 5 volts). 10.0

Each set of sensor data is categorized by 11.0 color, and the minimum and maximum values of each sensor are12.0 traced. Since this graph is drawn parametrically in real time, it is easy 13.0 to understand the data individually and collectively as the geometry14.0 gradually changes. 15.0 16.0 17.0 18.0 19.0


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fabrication // LASER CUTTING // CNC MILLING // VACUUM FORMING


// LaSer cuttiNG the mechanism used to convert rotational input into expansion and contraction went throught several iterations to fine tune its movement and range of motion.

// cNc miLLiNG a lofted form modeled in rhino was split into 6 sections which were layed out flat in the digital model. rhinocam 2 was then used to set up milling operations.

each iteration was explored in 3/32” acrylic.

the operations consisted of horizontal roughing, parallel surfaceing, deep drilling, and 2D profiling. material stock was laminated mDF (2.25” thick overall).

// vacuum FormiNG the cNc molds were placed on a vaccum form box with two standard household vacuums securely attached. 1/16” thick 12” squares of PetG were clamped in a wodden frame and then heated in a standard oven at 350 degrees for 5 minutes. once the PetG sagged approximately two inches it was removed from the oven. the vacuums were then turned on and the heated plastic was lowered onto the mold. once a seal was made between the frame and the vacuum box the air was sucked out from underneath the PetG creating a fairly accurate plastic form.

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// iNitiaL Servo exPerimeNt this mechanism was the first attempt to convert simple rotational input into a more complex expansional movement. the idea was to potentially employ several of these mechanisms within the physical lofting study to create the illusion of a breathing organ.

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// LaSer cuttiNG rotation/expansion mechanism in both closed and opened states. the full extension of all scissor-jointed legs requires only 30 degrees of rotation. each mechanism consists of 26 moving acrylic parts and 36 nuts and bolts.

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// cNc miLLiNG the four-operation milling process took approximately an hour to complete. the surfacing operation with a 20% stepover rate took the most time, but yielded a smooth surface needing minimal sanding. // DriLLeD HoLeS the twelve 1/8� holes drilled into each mold mark the location of the connections to their corresponding mechanical leg. the holes create dimples in the plastic mold which are drilled through in order to attach the plastic parts with small elastic bands.

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// vacuum FormiNG each of the 6 molds were vacuum formed individually on small sheets of PetG. the forms were then dremeled out of the plastuic sheet and sanded to create smooth edges. // PHotoreSiStor recePticLe (left) three of the six molds were fitted with wiring and recepticles for photoresistors which allowed the electrical work to be integrated within the plastic forms.

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// FormeD SHeet (left) Basic sheet after vacuum forming over cNc mold (compare with same surface on the right). // SurFace cut out (right) Precisely cutting along the form’s edge was both slow and difficult. after experimenting with cutting using an olfa, a hot knife, and a dremel, the speed of the dremel was chosen over the accuracy of the knives (which were very slow).

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// FiNaL reSuLt Pictured above is the finished product of the study. the manipulation of its form happens at different levels: 1. the altering of light hitting the active sensors directly affects the servo’s position and thus the overall form. 2. the activation of specific sensors is determined by input via an iPhone. 3. Finally, the sensor inputs can be overridden and the servo positions can be manipulated by sliders on the iPhone.

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interaction / reflection // iNteractioN iN actioN the machine was hung approximately at eye level for the public to interact with. Participants would choose to activate two of the six light sensors via an iphone, and then manually manipulation the expansion and contraction of the organ by waving their hands in front of the sensors. they were also given the opportunity to rotate the servos via direct iPhone input. the most interest was directed towards the user’s connection to the physical model. it is one thing to be able to look at something, let alone touch it, but to be able to change the model at any time is something that can create a strong connection between, and lasting impression on, the user. // reFLectioN while this result is far from reaching the preliminary goals of this thesis, it served as an oppurtunity to build a solid foundation for a better understanding of the tools, design methods, and fabrication techniques that will be central to my theme. the next steps will involve using what i’ve learned to inform the criteria which i use to choose a pertinent site and building program which will be the most conducive to further experimentation.


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