Re-Frame

Page 1

RE-FRAME



TEAM MEMBER Hanjun Kim Ke Wang Kristina Zubko

STUDIO Theodore Spyropoulos ASSISTANTS TUTOR Mustafa El-Sayed Apostolos Despotidis

2016.01. - 2017.01. Architectural Association School of Architecture Design Research Laboratory


Š 2017 by RE-FRAME Hanjun Kim | hanjun.zeno@gmail.com Ke Wang | wwk1018@gmail.com Kristina Zubko | kristiarch@gmail.com Special Thanks to : Theodore Spyropoulos Mustafa El Sayed Apostolos Despotidis Soomeen Hahm


CONTENTS

INTRODUCTION STUDIO BRIEF PROJECT THESIS REFERENCES

6 8 10

UNIT BEHAVIOUR TRANSFORMATION SELF-ASSEMBLY SELF-AWARENESS

28 46 68

AGGREGATION BASIC INVESTIGATION GENERATING RULE FACTOR RESEARCH 3D SHAPE CONTROL CLUSTER

86 104 112 122 150

SYMBIOSIS CASE STUDY HOUSES EAMES HOUSE SYMBIOTIC SCENARIO FUNCTIONAL LANDSCAPE MACHINE TO HUMAN INTERACTION

174 186 190 210 244

APPENDIX EXTRA WORKS TRANSCRIPTION BIBLIOGRAPHY

260 290 298



INTRODUCTION STUDIO BRIEF PROJECT THESIS REFERENCES


STUDIO BRIEF

The longstanding investigation of the studio of constructing new environments made of mobile, communicative, decision making, self-assembled, autonomous units offers alternative theorizations for the architecture discipline. The executed work leads to a new step fostering us to explore how studio understands such specific building type as dwelling (videlicet the house). Based on Case Study Houses framework we pursue the idea of producing the equivalent for todays. Instead of designing houses, we encourage to produce a system, which could create the infinite number variations of houses. This system is unit based where reaction diffusion is a principle growth algorithm controlled by rule sets, parameters and time. Through the unit-to-unit interrelation, in the different scales and configurations, new computation design systems could produce continuous formations and actively engage with its environment (subjects and objects), be able to explore and operate with it. Unit-to-unit interaction evolve into collective relationship based on their behaviour. Behaviour becoming a main instrument for creation the deeper sets of relations with surrounding environment and respond at the level of individual and collective formations.

Figure.01 Figure.02 Figure.03 Figure.04

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The fundamental provocation is to challenge and improve traditional understating of architecture and its interrelationships with human being in it by introducing the time-based framework which transform nowadays architecture into reconfigurable organism. The ability of units to be self-aware and self-assembled enables architecture to be mobile infrastructure, a life-like system, which could respond to information and to engage the political and social complexities of the world at large. Time, represented by different duration periods is becoming one of the main feature of systemizing and adapting working process of units and human behaviour . The studio will explore system by producing not only a computational system but prototypes which have a robotic nature. Based on the received data from prototype behaviour we would operate on generic algorithm system.This complex investigation of the system can replace conventional architectural enclosures, expand and improve human being, environment, and technology where human and mechanic nature becomes closer together.

«OwO», by Antonios Thodis, Camilla Degli Esposti, Ilya Pereyaslavtsev, Agata Banaszek, DRL AASchool, 2014 «XO», by Aeksandar Bursac, Georgia Tsoli, Lisa Kuhnhausen, Suzan Ibrahim, DRL AASchool, 2016 «Synergia» , by Hitesh Chandra Katiyar, Rui Qu, Ian Yeonsuk Kim, Astrid von Mühlenbrock, DRL AASchool, 2016 «noMad», by Dmytro Aranchii, Paul Bart, Flavia Santos and Yuqiu Jiang, DRL AASchool, 2014


Figure.01

Figure.02

Figure.03

Figure.04

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PROJECT THESIS

Human being has always been a part of the studio investigation, however in our project human agent will become one of the major influential figures of the system with new extended possibilities to influence and to be influenced. The exploration of architecture as adaptive ecology will open the question about new expansions in interaction between human to machine, human to human and machine to machine and will make a step to a new level of interconnectivity and communication. Unfortunately having data from human agents architects are not able to excess the future needs of their clients accurately enough. Accordantly to that the system should be addressed to a less transformable in time aspect as environment. As the system players there are three groups of agents: unit_agent, human_agent and environment_agent. Unit_agent is committed to create a space and receive data from human and environment agents. Human_agent has to produce general and current needs for the system either feedback of offered house alteration.Environment_Agent has to create a framework for the system based on data from the nature, urban and social organizations that system is surrounded with.

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The definition and systemization of inner interconnection between groups of agents will be Actor_network_theory(ANT) driven. This approach brings a possibility to create the system of making networks as relationship between human, non-human, material and semiotic. It maps interconnections where subjects and objects are same influential on the system in general.This simple approach brings a larger matrix of relations and of distributed agency. The agent can be both an actor and a network itself. That brings a possibility to bring a certain capacities to specific things, which can be distributed through entire network of material and semiotic, subjects and objects.The main advantage of the actor-network system is that it is capable to exist with incomplete number of actors, there still will be networks , which are spreading information through the entire system. By translating this approach to our scenario it should be understood as a equal group of agency as an actors, who could spread their behaviour and data through the network through system simultaneously and define the feedback based on the abilities of the collective to unify them.


Diagram.01 A system network diagram of Actor_network_theory(ANT) . It consists of 40 active agents and 74 Edges. Diagram.02 Feedback interaction between agents

As far as all the actors and networks are equal in their influence a human_agent will be able to have same amount of impact on the unit_agent network, as unit_agent can will have influence on human, which in the end will cause the shift of behaviour norm and its out evolution. Self-reflexity (autopoeisis) is the algorithm which responsible for elaboration the evolution of the house structure, and self-replication in a time. This process will be driven by information flow, based on reactiondiffusion, which overlay to a system of network communication based on ANT.

Taking the Evo Devo theory as the theoretical base system will be able to evolve from one generation to another, saving the data from previous , but adapt to a new environment which surrounds it. The important data such as (stability, quiets, the most attended places) will be governed and taken by all agent_ groups. This process could be interpreted not only as the architectonic advantage but also as energy efficiency.

9


REFERENCES NAKED HOUSE

The Naked House, designed by Shigeru Ban, is located in Kawagoe, Japan. The owner wanted a house that was as open as possible to foster an atmosphere of closeness among family members. The only permanent partitions enclose the bathroom suite. Nylon curtains and sliding doors divide the main space from rooms located around the exterior of the house. Four large wood boxes on casters serve as bedrooms. The boxes are open on two sides, and can be these moved throughout the main interior open space and even outside through the western wall.

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MICRO COMPACT HOUSE

Designed by Hordon Cherry Lee Architects. This second example is the micro-compact home (2005) by Horden Cherry Lee architects. The cube is about 2.35m each side = 7.15 sqm. The micro compact home is a high quality compact dwelling for one or two people. Its neat dimensions of a 2.66m cube adapt it to a variety of sites and circumstances, and its functioning spaces of sleeping, working/dining, cooking and hygiene make it suitable for everyday use.

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REACTION DIFFUSION

Gray Scott model of Reaction Diffusion has been one of our core references. A Reaction diffusion model is a mathematical model which calculates the concentration of two substances at a given time based upon the substances diffusion, feed rate, kill rate, and a reaction between the two. This simulation not only models the underlying process of a chemical reaction, but can also result in patterns of the substances which are remarkably similar to patterns found in the real world. In House scale, the units are following the rule which is based on the reaction diffusion.

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EVO DEVO

While we focus on the Reaction Diffusion, the research finds that it is a main theory of animal patterns. So, we also paid attention to Evo Devo which explains regularity of animal body patterns at all scales. The spacing of many individual elements in a lager array is often accomplished by a process dubbed ‘lateral inhibition’(explain in figure). Moreover, all the patterns of cell appears regularly through cell interactions with its environment.

13


HOD LIPSON’S MOLECUBE

The Hod Lipson’s Molecube is an excellent example of self-Replicating robotic modules. The Molecube uitilizes the the behavior of magnets and controls the rotation by electro-magnetic. The connection between each cube makes the cube change its direction flexibly. The second reason is the evolutionary algorithm, its self-reproduction. The whole system makes the cube have more variation at a larger scale. In our project, we try to develop some connection between each unit to make it more flexible.

14


TRANSFORM TABLE

The Transform is an important reference for our project because of realizing the interaction between human and machine. Also, it creates the motion design. The inspiration of the design are dynamic interactions among some nature condition including wind, water and sand. This system is what we want to utilize in our project. Especially in the interaction between unit and environment. The process is analogous. When the units touch the environment, sensors will help units to collect the information of surroundings and deal with the information to make themselves adaptively.respond to information and to engage the political and social complexities of the world at large. Time, represented by different duration periods is becoming one of the main feature of systemizing and adapting working process of units and human behaviour .

15


CELLULAR AUTOMATA

Cellular Automata is another our core reference of the system that generates complex patterns through simple rules. It consists of a grid of cells, each in one of a finite number of states, such as on and off. The grid can be in any finite number of dimensions, and each states are influenced by its neighbourhood cell’s state. According to some rules, new generation is created with new states of each cells. There are specific types of cellular automata rules such as Conway’s Game of Life, Wireworld, Langton’s ant, and Langton’s Loop. The Conway’s Game of Life is the most famous rule of CA. Its evolution is determined by initial state. The patterns are chaning only according to the rule which is checking neighbourhood cells.

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KILOBOTS

Self Organizing Systems Research Group at Harvard. The Kilobots is a successful project to simultaneously control a thousand robots in a swarm. The second thing is self-assemble, this project is a good example of self-assemble system robotics. In the future, this kind of research might contribute to collaborative robots that could self-assemble into a complex structure. Also, in our project, this kind of self-assemble ability is significant to our project in the both of unit scale and house scale.

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UNIT BEHAVIOUR TRANSFORMATION SELF-ASSEMBLY SELF-AWARENESS




22 oloid_g2_02_generatrix_12

oloid_g1_02_c_2_2

oloid_g2_02_generatrix_24

oloid_g1_02_generatrix

oloid_g2_02_generatrix_12

oloid_g2_02_generatrix_12

oloid_g1_02_generatrix24

oloid_g1_02_generatrix_24_c2

oloid_g2_02_const_lines

oloid_g2_01_generatrix_12_c2

oloid_g1_02_generatrix_12

oloid_g1_01_generatrix_24

oloid_g1_02_generatrix6_c_2

oloid_g1_01_generatrix12_12

oloid_g2_01_generatrix12

oloid_g1_02_const_lines

oloid_g2_01_generatrix_12

oloid_g1_01_generatrix_24

oloid_g2_01_generatrix_24

oloid_g1_01_generatrix_12

oloid_g2_01_const_lines

oloid_g1_01 s_const_lines

oloid_g1_01_const_lines

UNIT INVESTIGATION


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climbing system_m

transformable unit2_3e

transformable unit1_3m

elementary formation

An investigation was started from Snub Cube geometry, which has 38 faces, 6 squares and 32 equilateral triangles. This formfinding brought to a system simplicity of packing system. However, there are other cycles which causing the great necessity of a higher level of complexity. The solution of this matter was to combine Snub Cube and Gyro Cube on different levels of circulation and make a new step to multifunctionality.

compl_form_gyro4_inf

compl_form_gyro3_22

element_form_gyro_12

element_form_gyro_22


24

40% soft unit, form changing to different states

GENERATION 3

30% soft unit, form changing partly

GENERATION 2

100% rigid unit, no form chaning

GENERATION 1

ALL GENERATIONS OF UNITS


25

GENERATION 4

50% soft unit, transform, climbing

GENERATION 6

50% soft unit, transform, rolling, communication

GENERATION 5

50% soft unit, transform between three states


26


UNIT BEHAVIOUR

The unit is a main element of the goal oriented system and define the behavior complexity of the system. Behaviour is the range of actions and mannerisms made by individuals or bigger population in conjunction with themselves or their environment, which includes the other systems or objects around as well as the physical environment. The key aim of the unit investigation is to achieve the possibilities of using mobile, communicative and autonomous units to construct self-assembled and dynamic enviornments. Thus, our aim is to make the unit in a simple manner we achived to have multiple states, which have different performative reasons. The investigation of unit behaiviour has three main parts which include individual unit behavior, multiple units behavior and high population.

The investigation of the prototype started with the simple form of the cube. Each face of the cube can be inflated and deflated. This simple transformation brought us to transformation from SPICULE to CUBE to SPHERE, which became one of the main features of the unit behavior. This transform will help the prototype to be mobile. The other advantage of the transformation is that each side can be controlled separately which brought us to a point of more flexible unit which has 27 variations. The mixture of selfassembly with unit flexibility enables new complexity if the system where with same number of units the system can control transparency, translucency softness, stability etc. The multiple units scale not only bring us static behavior, but also provide dynamic one such as climbing and rotation. Turn to the high population units, the prototype will have more function such as self-awareness. Thought the signal language of communication between units recognize each other and their aim is to collaborate and achieve goals. Generally, the prototype’s behavior will including self-assembling, self-awareness and selforganise in the future.

27


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TRANSFORMATION

The idea of unit is to make it in a simple manner but to be able have multiple states or behavioural possibilities, and this states should have different performative reasons. We also want to do this in an elastic manner . according to the states, so we can achive units to be either a stiff state or a soft state.

Rigid

Soft

Inflated

Rotated

Rubik’s Cube is a good reference as a form change example with rigid, soft, inflated and rotated types. The aim of the unit is acheving one unit with various forms and functions.

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MATERIAL INVESTIGATION

30


PAPER

BETWEEN RIGID AND SOFT MATERIAL soft and light flexible not strong enough can not hold other accessaries

MDF

RIGID MATERIAL stonger than paper can be flexible cutted by some special pattern partially can hold other accessaries not flexible enough hard to control the flexible part easy to be fragmented

PLA

RIGID MATERIAL strongness can be controled by the thickness of the pieces can be shaped in any form no limitation of thickness in one object can not be soft even partially takes long time to print in a good quality

NINJA FLEX

SOFT MATERIAL soft and light similiar material behaviour as rubber but can be sharped in any variation takes long time to print in a good quality

31


32


33


GENERATION 1

GENERATION 2

Generation 1 is made by six piece of MDF, tied by rubber band which is unchangable. So we decided to make each face by five small pieces and tied them.Face to face connection is based on magnet joints. Then we got generation 2. This unit have some interesting possibilities. Firstly, each face can be folder to a cube form. It contributes to a cross structure form. Secondly, we found the face can be deflated and infalted in order to acheve form changing.

34


GENERATION 3

CUBE

SPICULE

SPICULE

SPHERE 35


In generation 3, we figurure out the possibility of form change. We had transformation from cube to sphere to spicule. Those three forms bring us different states which can be succssed in one singlt unit. After considering the function of units.We decided to keep three main states including CUBE, SPHERE and SPICULE. There is a circulation between cube, spicule and sphere. Each of them can be transformed to one of those states.

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TYPE 1

TYPE 2

TYPE 3

TYPE 4

TYPE 5

After generation 2 & 3, we got five different main types of the unit. TYPE1 is the most stbale type which can provide us a basic structure. TYPE2 is foldering each face of a cube to a small square, it will provide us spatial structure. TYPE3 is creating new faces of the orgianl cube which can be a different angle for connection between each unit, it makes arch structure. TYPE4 & 5 there can be a combination to create some wider spatial structure.

37


GENERATION 4

38


SURFACE AREA

MDF Sheets 3 mm

MAIN ROTATION GEAR UNIVERSAL MAGNETIC JOINTS

5mm 3D-printed (PLA)

+ SUPPORTS Perspex acrylic sheets

39

3 x 2 mm 13p per each surface

NEODYMIUM MAGNETS (CYLINDER)

Key specs at 6 V: 130 RPM (noload), 21 oz-in, 9 g

MICRO CONTINUOUS ROTATION SEVRO(FS9OR)

6.4 x 6.4mm 8 pieces per each surface 8 p per each

NEODYMIUM CYLINDER MAGNETS

5mm 8 pieces per each surface

NEODYIUM SPHERE MAGNETS


MAIN STATES OF UNIT

In generaation 4, to achieve the form changing, we use three servo motors with gears to get deflating and inflating in three axises at the same time to get Three Sttes.

40


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27 VARIATIONS OF SURFACE COMBINATIONS

6 INFLATED FACE (SPHERE)

5 INFLATED FACES WITH 1 FLAT FACE

4 INFLATED FACES WITH 2 FLAT FACES ( A )

4 INFLATED FACES WITH 2 FLAT FACES ( B )

3 INFALTED FACES WITH 3 FLAT FACES ( A )

3 INFALTED FACES WITH 3 FLAT FACES ( B )

2 INFLATED FACES WITH 4 FLAT FACES ( A )

2 INFLATED FACES WITH 4 FLAT FACES ( B )

1 INFLATED FACE WITH 5 FLAT FACES

42


6 FLAT FACES (CUBE)

5 INFLATED FACES WITH 1 DEFLATED FACE

4 INFLATED FACES WITH 2 DEFLATED FACES ( A )

4 INFLATED FACES WITH 2 DEFLATED FACES ( B )

3 INFLATED FACES WITH 3 DEFLATED FACES ( A )

3 INFLATED FACES WITH 3 DEFLATED FACES ( B )

2 INFLATED FACES WITH 4 DEFLATED FACES ( A )

2 INFLATED FACES WITH 4 DEFLATED FACES ( B )

5 INFLATED FACES WITH 1 DEFLATED FACE

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6 DEFLATED FACES (SPICULE)

We develop the 27 varition from the three states. The unit can have diffferent combination of the flat face , inflating face and deflating face by change each face individual. This 27 varitonus make units more flexible to enviroment adaptation.

5 DEFLATED FACES WITH 1 FLAT FACE

4 DEFLATED FACES WITH 2 FLAT FACES ( A )

4 DEFLATED FACES WITH 2 FLAT FACES ( B )

3 DEFLATED FACES WITH 3 FLAT FACES ( A )

3 DEFLATED FACES WITH 3 FLAT FACES ( B )

2 DEFLATED FACES WITH 4 FLAT FACES ( A )

2 DEFLATED FACES WITH 4 FLAT FACES ( B )

1 DEFLATED FACE WITH 5 FLAT FACES

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SELF - ASSEMBLY GENERATION 5

In generation 5, the core part of the unit is the linear actuators. The servos have been replaced by 6 linear actuators to be able to control all the six faces of the unit on each side. When all the actuator at minimal extension, it will be a spicule state, otherwise the maximal extension will be sphere state. So the cube state will be the middle between the minimal extension and maximal extension.

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SOFT JOINT BETWEEN DIFFERENT FACES SemiFlex

RIGID PART OF THE SKIN Acrylic

JOINT BETWEEN ACTUATOR AND ACRYLIC SKIN PLA

SUPPORT FOR ACTUATOR PLA MAGNETS FOR CLIMBING AND CONNECTION Electric-Magnets

SOFT PART OF THE SKIN SemiFlex

WEIGHTS FOR UTILISE BALANCE M12*40mm ( 7 of each face )

LINEAR ACTUATOR L16 - 50 - 6 - R

Length of Sphere

Length of Cube

Flexible Skin - Semiflex

Length of Spicule

Rigid Skin - Acrylic

47


SPICULE

CUBE

SPHERE

48


The other important consideration of the design of generation 5 is the challenge to make it move. To make it simple and achieve the aim, we add balance system. To solve this problem, we put weights on each of the faces to make it work with gravity. This strategy of the rolling movement which is based on balance system and collaborate with actuator make it works properly. 49


50


WEIGHTS FOR UTILISE BALANCE M12*40mm (7 metal pieces of each face)

MOTION d

d d

c

c c

a

170 170170

170 170170

b

b b

a ac

255 255255

c c

a

170 170170

170 170170

b

b b

d

a ca

a

170 170170

170 170170

b

b b

d 255 255255

170 170170

a a

255 255255

b

180 180180

b b

a

b

a a

255 255255

a

a a

170 170170

d d

255 255255

b b

c c

c

170 170170

c c

c

255 255255

c c

c c

c

d d

255 255255

255 255255

180 180180

170 170170

d d

d

d d

d

170 170170

b

255 255255

b b

d

d d

255 255255

255 255255

a

a a

The rolling movement is based on balance system and controlled by actuator. When the actuator value is 170 as a Cube. Firstly, face A inflated to 255 because of the weights will make the unit unbalance to fall down. Then face D inflated to make it move to achieve movement. There is a certain sequence of the extension of the actuators to make the unit roll in a certain way.

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ROLLING SPHERE

Isometric

Top view

Front view

Right view

Three main states of the unit provide us different function itself. Especially when the cube inflating all six faces to a sphere, it will produce the rolling movement which can be a move strategy.

WHEEL

Isometric

Top view

front view

Right view

Three main states of the unit provide us different function itself. Especially when the cube inflating all six faces to a sphere, it will produce the rolling movement which can be a move strategy.

SPHERE

52

WHEEL


SPHERE ROLLING IN THREE AXIS

ROLLING WITH WHEELS

Two wheels can work with one to three cubes, those two wheels can hold the cubes between them and move them. For example, those wheels in the two sides can hold three cubes together. Then the cubes also will change their position by the movement of wheels without wasting their own energy. This behaviour of wheels provide a good solution of energy saving in the project which is really important for the unit. 53


CLIMBING GENERATION 6

In generation 6, the core part of the unit is the linear actuators and electric-magnets. We simplified the design of the generation 5 and put four actuators inside of the units to experiment the climbing strategy we did before. There is a requirement of certain sequence of face inflating and deflating which including in the 27 variations of units. It also need the actuators to control the magnets swith on or off to achieve the climbing.

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55


CLIMBING ACTUATION

The climbing actuation is based on magnetic behavior and the major influential data is distance of attraction between two pieces. Our system (one unit) can be, suffices by 92 pieces of 10Kg/22LB 12V 30mm electromagnets. However, each electromagnet has potential to carry 10 kg, the system was entailed to have at least 2 actuated pieces per each movement.

We have developed the specific choreography of movement which could decrease the problem of small attraction distance of electromagnets. The diagram of movement choreography for climbing. Patterns of movement actuation for electromagnets.

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climb_diagonal 450

climb_left

climb_right

climb_down

climb_up

DIAGRAM ACCORDING TO MAGNET ACTUATION FOR CLIMBING

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58


59


60


ROTATION

Cube to Cube

UNIT | BEHAVIOUR STRATEGY UNIT | BEHAVIOUR STRATEGY

ROTATED CONNECTION ROTATED CONNECTION

ROTATED CONNECTION Sphere to Sphere ROTATED CONNECTION

In the experimentation same scale of units, we found other mutiple behaviour which is possible to achieve in the units. We put some magnets in the certain position same as the prototype in those units in order to understand the attraction and repulsion of the magnets. With the understanding of magnets behaviour, we found the possiblity of the rotation of those units to make it rotate. This function bring our units more flexible mobility. The strategy of rotation displays in the next parts. Especially, the rotation between cube to cube and sphere to sphere, it will bring us much more complexity mutiple behaviour. 61


ROTATION SEQUENCE The pattern is defined by magnetic force field behaviour. By the combination of a different number of positive and negative poles, we generated certain pairs of patterns which able to define a rotation movement. Further investigation showed that accuracy and strength of such system are doubtful, which caused a new research of more complex system.

0o

62

30o

60o

90o

120o

180o

0o

30o

60o

90o

0o

30o

60o

90o

0o

30o

60o

90o


First stepper motor was designed with eight electromagnets, six neodymium magnets, with rotor and stator .The permanent magnet stepper motor capable of 15 degree full steps and 7.5 degree half sites, which brings more accurate result than the previous investigation. To make result even more precise we investigated 150 and 4.80 full step work behaviour.

ARDUINO UNO

North pole

4.80 full step 2.40 half step

150 full step 50 half step

150 full step 7.50 half step

st

at

or

hu

b

the rotor

South pole

ste 4 p_

3 p_

ste

2

p_

ste

1

p_

ste

63


Rotating Movement_01

64


Rotating Movement_02

65


Self-Assembly with Rolling & Climbing

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67


RED LIGHT: SPICULE

WHITE LIGHT: CUBE

GREEN LIGHT: SPHERE

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SELF - AWARENESS FACE SIGNAL FLAT FACE INFLATEDFACE DEFLATED FACE

The self-awareness is based on the face signal. Each face will release the colour signal to define its own state. To make other neighbours recognize the face state in order to make proper connection with different faces.

COLOUR RECOGNITION

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FACE RECOGNITION

LEFT : Inflated

RIGHT : Deflated

LEFT : Inflated

RIGHT : Deflated

LEFT : Inflated

RIGHT : Deflated

LEFT : Deflated

RIGHT : Inflated

LEFT : Deflated

RIGHT : Inflated

LEFT : Deflated

RIGHT : Inflated

LEFT : Flat

RIGHT : Flat

LEFT : Flat

RIGHT : Flat

LEFT : Flat

RIGHT : Flat

The communication between units based on light Light senors are attached to other unit. When the left unit release blue signal meanwhile the right unit will recognize the colour signal because of the colour sensor. Then shows the face behaviour like the first line. Therefore, the rest can be done in the same manner - when the left unit release the red signal or white signal, the units will change in the same principles as the second and third lines.

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AGGREGATION BASIC INVESTIGATION GENERATING RULE FACTOR RESEARCH 3D SHAPE CONTROL CLUSTER


84


AGGREGATION

The multiple and high population scale brought the investigation to a point of where the system should be controlled in the different way than the single unit. The dynamic system is one of the ways of controlling system behaviour complexity. The system is made of certain rules and various factors, and the new type of space is built through the system process. The investigation started with definition of units as two states which are ‘ON’ and ‘OFF’. If state of the coordinate is ON, it means the unit is located on the coordinate. So, we used the Reaction-Diffusion system as our core idea, The chemical reaction of two materials was treated as states of form and void. First of all, to understand the ReactionDiffusion system clearly, we tried to get various results while changing parameters, reaction velocity, and resolution. This helps us think about how the Reaction-Diffusion can used, and how the other factors can influenced to the reconfiguration of the space. After getting results through experimentations, we constructed rules and selected several factors to create new spaces and structures.

In the same time, we also studied Cellula Automata, which is the neighbor checking system. It is a ruleset of controlling the grid system due to the condition of the neighbour. This is substituted to the communication of our units. With these two ideas, we developed clusters which can be organized by form of each unit. Each cluster decides the function of the location when they build up spaces. The system contains a certain complexity by corresponding data from outside the world, such as needs and habits of human which further are used as seed points could form the basis of the new space which makes symbiosis relationship with the original houses, environment, objects and system. High population of units are aggregating with rulesets of system. In this process, a number of units decide percentage of filling original house. Moreover, this percentage influence to function of clusters, which can change the entire shape of the space.

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GRAY SCOTT MODEL OF REACTION DIFFUSION A Reaction diffusion model is a mathematical model which calculates the concentration of two substances at a given time based upon the substances diffusion, feed rate, kill rate, and a reaction between the two. This simulation not only models the underlying process of a chemical reaction, but can also result in patterns of the substances which are remarkably similar to patterns found in the real world.

A & B Reacting

Chemical A is added at a given “feed” rate. Reaction: two Bs convert an A into B, as if B reproduces using A as food. Chemical B is removed at a given “kill” rate.

A & B Diffusion

Diffusion: both of chemical A and chemical B diffuse so uneven concentrations spread out across the grid, but A diffuses in the left diagram faster than B on the right diagram.

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The system is approximated by using two numbers at each grid cell for the local concentrations of A and B.

A = 1.0 B = .0

A = .1 B = 1.0

Equations: update the concentrations of A and B in each cell, and model the behaviors described above. Feed: at rate f , scaled by (1-A) so A dosen’t exceed 1.0.

New values

“Delta t” is the change in time for each iteration. All the terms get scaled by this.

A’ = A + (DA ▽2A - AB2 + f (1 - A)) △t B’ = B + (DB ▽2B - AB2 - (k + f) B) △t Previous values

Diffusion: rates for A and B

These are 2D Laplacian functions, which give the difference between the average of nearby grid cells and this cell. This simulates diffusion because A and B become more like their neighbours.

Kill: this term is subtracted to remove B and scaled by B so it doesn’t go below 0. f is added to k here so the resulting kill rate is never less than the feed rate.

Reaction: the chance that one A and two B will come together is A x B x B. A is converted to B so this amount is subtracted from A and added to B.

87


PARAMETER RESEARCH

Initial Condition

Parameter F

0.055

0.050

0.045

0.040

0.035

0.030

0.025

0.020

0.015

0.010

Parameter K

88

0.040

0.045

0.050


We made a code of Gray Scott’s reaction diffusion, and give colour to A only to see its reaction more clearly. Moreover, to find how parameter works on shape, we put number of parameter F and K with very simple initial condition which is a small square.

0.055

0.060

The results reveal that there are some specific parameters which have various movement of reaction diffusion. So, we chose several parameters, which look interesting (orange marked), to experiment with other initial condition.

0.065

0.070

89


INITIAL CONDITION RESEARCH

Initial Condition

F : 0.010 K : 0.050

F : 0.015 K : 0.050

F : 0.035 K : 0.060

F : 0.040 K : 0.065

F : 0.045 K : 0.060

F : 0.050 K : 0.060

F : 0.050 K : 0.065

90

Several initial conditions are used to get various results with 8 parameters from previous experimentation. We could find each condition gets different result even they use same parameters.


Initial Condition

F : 0.010 K : 0.050

F : 0.015 K : 0.050

F : 0.035 K : 0.060

F : 0.040 K : 0.065

F : 0.045 K : 0.060

F : 0.050 K : 0.060

F : 0.050 K : 0.065

91


Initial Condition

F : 0.010 K : 0.050

F : 0.015 K : 0.050

F : 0.035 K : 0.060

F : 0.040 K : 0.065

F : 0.045 K : 0.060

F : 0.050 K : 0.060

F : 0.050 K : 0.065

92


Initial Condition

F : 0.010 K : 0.050

F : 0.015 K : 0.050

F : 0.035 K : 0.060

F : 0.040 K : 0.065

F : 0.045 K : 0.060

F : 0.050 K : 0.060

F : 0.050 K : 0.065

93


RESOLUTION RESEARCH

We also select some results from various initial condions to move on next experimentation. Three initial condition and two parameters are chosen, which were the most interesting results to us. This time, we changes resolutions to find if it affects to result. Our normal resolution was 100, so we changed it to 50 and 20. The different resolutions show different shape of reaction obviously. We also tried resolution 10, but it showed same result as black.

50 RES

F : 0.035 K : 0.060

Generation 5

Generation 27

Generation 50

Generation 81

Generation 95

Generation 2

Generation 6

Generation 13

Generation 22

Generation 29

Generation 5

Generation 15

Generation 46

Generation 146

Generation 251

Generation 2

Generation 3

Generation 4

Generation 54

Generation 93

20 RES

50 RES F : 0.045 K : 0.065

20 RES

94


50 RES

F : 0.035 K : 0.060

Generation 5

Generation 28

Generation 46

Generation 203

Generation 568

Generation 16

Generation 29

Generation 47

Generation 95

Generation 155

Generation 17

Generation 113

Generation 265

Generation 398

Generation 508

Generation 16

Generation 58

Generation 94

Generation 154

Generation 186

Generation 4

Generation 10

Generation 39

Generation 74

Generation 228

Generation 8

Generation 23

Generation 68

Generation 98

Generation 133

Generation 7

Generation 10

Generation 25

Generation 110

Generation 194

Generation 6

Generation 24

Generation 39

Generation 84

20 RES

50 RES

F : 0.045 K : 0.065

20 RES

50 RES

F : 0.035 K : 0.060

20 RES

50 RES

F : 0.045 K : 0.065

20 RES

Generation 128

95


FACTOR RESEARCH

- Checking age

Initial Condition

Generation 11

Generation 98

Generation 25

Generation 43

Generation 68

Generation 122

Generation 222

Generation 305

Units change their colour to purple according to the age. The most purple parts are the oldest units.

- Reaction by age the oldest part

Generation 0 (First intial condition)

Generation 21

Generation 60

Generation 136

In the first stage, the process starts with a square as an intial condition. The purple voxels begin to come up with the following generation. Also, the purple part is the oldest voxels in the first stage.

New start with oldest part

Generation 138 (Second intial condition)

Generation 206

Generation 231

Generation 285

In the second stage, the process starts with a new intial condition which was the oldest voxels in the former stage. Then the stage calculates age of voxels again to go next stage. 96


- Checking age, then get new initail point with Same parameter

Initial Condition

Generation 15

Generation 136

Generation 287

Generation 288 (New initial Condition)

Generation 138 (New initial Condition)

Generation 312

Generation 195

Generation 392

We tried to use same parameter everytime when they get new initial conditions. Even parameter is same, the result was different in every stage due to different initial conditions.

- Checking age, then get new initail point with different random parameter each time

Initial Condition

Generation 15

Generation 123

Generation 124 (New initial Condition)

Generation 254

Generation 255 (New initial Condition)

Generation 361

Generation 362 (New initial Condition)

Generation 469

After that, we made the code uses random parameter in every stage. The result shows more various shape, but sometimes it turns to full balck or orange. 97


- Unexpected Addition

Initial Condition

Generation 0

Generation 8

Generation 11

Generation 25

Generation 42

Generation 136

Generation 146

Generation 158

The reaction also can be changed factors from outside. The above images show that result changes by clicking mouse. When mouse is clicked, it creates small square every time.

- Bouncing Agent

Initial Condition

Generation 76

Generation 143

Generation 85

Generation 102

Generation 120

Generation 186

Generation 206

Generation 253

Three bouncing balls are created as agents. The agents is not only make a circle and route, but it also affect to the whole shape of result. 98


- Boundary

Initial Condition

Generation 22

Generation 50

Generation 93

Generation 158

Generation 217

Generation 239

Generation 334

Generation 481

A boundary is given to get different result. Three bars are used to make areas as an outside factor.

99


CELLULAR AUTOMATA

A cellular automaton is a collection of “colored” cells on a grid of specified shape that evolves through a number of discrete time steps according to a set of rules based on the states of neighboring cells. The rules are then applied iteratively for as many time steps as desired.

Conway’s Game of Life The Game of Life was invented by Cambridge mathematician John Conway. Its evolution is determined by initial state, requiring no further input. Depending on the initial conditions, the cells form various patterns throughout the course of the game. The universe of the game is a 2D grid of square cells,

and each of cell has two possible states, alive or dead. Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:

Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.

Any live cell with two or three live neighbours lives on to the next generation.

Any live cell with more than three live neighbours dies, as if by overpopulation.

Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

100


Game of Life Initial State

Generation 1

Generation 2

Generation 3

Generation 4

Generation 5

Generation 6

Generation 7

Generation 8

Generation 9

Generation 10

Generation 11

101


RULE RESEARCH abc State = Alive & Neighbour < a : State = Dead State = Dead & Neighbour > b : State = Live State = Dead & Neighbour = c : State = Live Initial Condition

102

721

781

782

531

541

631

451

452

463

331

341

351

211

231

243

111

123

131


Based on Conway’s game of life, we changed rule and input various value. The results reveal that small chang of thr rule can be brought different result. Some of them seems like can be used in different way. So, we chose several rules, which look interesting, to experiment with other initial condition.

821

891

911

632

642

671

471

521

522

353

361

363

251

271

292

151

161

191

103


GENERATING RULE APPLY RULESET TO BOUNDARY LOGGIA HOUSE

Size of House : 18.0 x 13.7 x 3.5 (m) ISLAND TYPE SPACE Unit Number according to size 60cm : 30 x 23 10cm : 180 x 137 2cm : 900 x 685 104

After investigation of Gray Scott’s Reaction Diffusion system and Cellular Automata rule sets, we applied the system into the boundary. First of all, we selected sample house, then measure the house as a number of units. With these numbers, the size of aggregation was determined. Also, various seed points (initial condition) were experimented just like what we have done with Reaction-Diffusion and Cellular Automata investigation. Furthermore, we also researched another type of Reaction Diffusion such as BZ reaction and Turing Pattern, and input the rules into the house boundaries. After that, we found that Gray Scott’s Reaction Diffusion is more convenient to handle with basic factors: resolution, seeding point, and boundary. So we experimented several factors and rules based on Gray Scott’s Reaction Diffusion. When we are experimenting rules and factors, we used Loggia House as a sample.


Phase 1. Invastgating Reaction Diffusion

Phase 2. Apply to House Plan

Stage 1

Stage 2

Stage 3

Reaction Diffusion

Proliferation

Cellular Automata

We experimented various parameters and feed rate, which are significant factors of form decision, and reaction velocity, which influences changes over time, to control the form changing of the Reaction Diffusion. Moreover, we found the “Proliferation rule� through several alteration of rules. It creates space due to accumulating form changing of the original reaction diffusion, while original rules produce lines and dots. Then, The Game of Life rule, which is from Cellular Automata system, are added to the system

for managing the spaces in a more controlable way. The results altered, of course, when different Game of Life rule is used even the parameters of the Reaction Diffusion are even. In the same logic, different results are came out when we set same rule of Game of Life and various parameter and reaction velocity. After multiple attempts, the rules which can manage inflating and deflating of spaces with time measure was found.

105


BASIC REACTION DIFFUSION

+ Boundary

Seed Point

- Using Gray Scott’s Reaction Diffusion with certain parameters - Results are influenced by boundary and size of units.

Seed Points

60cm

10cm

2cm

106


60cm

10cm

2cm

107


PROLIFERATION KEEP CHANGING STATE

Basic Reaction Diffusion

STAY ALIVE & PROLIFERATE

Proliferation

- When a state becomes on, it keeps on while basic rule keepe changing its state. - Result of this, the area is expanding through Reaction Diffusion.

Seed Points

60cm

10cm

2cm

108


60cm

10cm

2cm

109


CELLULAR AUTOMATA STATE = ON NEIGHBOUR < 4 (OFF)

STATE = OFF NEIGHBOUR > 5 (ON)

STATE = OFF NEIGHBOUR = 2 (ON)

+ Proliferation

Checking Neighbour

- It checks neighbour’s state when area is expanding with Proliferation rule. - The result could be changed due to rule of checking neighbour.

Seed Points

60cm

10cm

2cm

110


60cm

10cm

2cm

111


FACTOR RESEARCH

To research interactive house system, not only rules, but also several factors are needed. These factors support new house cluster can react or interact to human and environment. So, we input various factors to see how they works. First of all, boundary is used to give a limitation of the size of house. We input the plan of the Case Study Houses as boundaries to control dimensions of area. So, units recognize the limitation of movement and the ruleset which we produced performs only in the boundary. It also influences to shape from outside. Second factor is the seed point. It means start points of units when they move to the location or behave with communication. The alternation of seed points affect on process as being more significant than the result of spaces. This factor is also closely linked with time management. Third, different size of the units are experimented. Multiple results are build up under the same conditions due to the size, which is same as resolution. When bigger unit is used, result shape become simpler and have less connections between

112

units. The gradation is the forth factor. It shows the cluster of units could follow specific shape and organize place with others. Especially, gradation controls density of units, and it means they can read the information of landscape. Division of area also affect to system. This factor is directly connected with seed point. When each seed point is in different type of area, each of them run different ruleset. There are two ideas of this factor. One is finding overlapped point and the point becomes nee seed point. The other one is separating ruleset to the Reaction Diffusion and the Game of Life, then run Reaction diffusion as a local rule while the Game of Life rule perform as a global rule. The last factor is the area ratio. It checks total number of units and percentage. When units reach to certain ratio, they stop to flow in to the boundary. Moreover, it finds stable part in the same time.


GLOBAL CONTROL

BASIC FACTORS

ADDITIONAL FACTORS

LOCAL CONTROL

Boundary

Targeting

Seed Point

Energy

Size

Distance

Density

VERTICAL CONTROL

Network

Gravity

Division of Area

Speed

Area Ratio

Stability

Stability

113


DENSITY

+ Factor : Density

Cellular Automata

- Density of Units is influenced by gradation. - This factor could control transparency or translucency.

114


NETWORK

+ Divided Area

+ Reaction Diffusion : Parameter A

+ Reaction Diffusion : Parameter B

Reaction Diffusion : Parameter C

+ Find Overlapped Location

Cellular Automata

- Three Reaction Diffusion with different parameters are running from divided area. - Each result shows different shape, and they have overlapped area. - From overlapped location, units are finding new position with Cellular Automata rule.

115


TERRITORY

+ Divided Area

Cellular Automata

+ Grow from Each Area

Find Overlapped Location

- Cellular Automata rule starts from each divided area. - Overlapped locations turn to white (ON) state. - Another Cellula Automata rule starts from the white area, which is result from area rule. - These processes are running in the same time.

116


AREA RATIO + STABILITY

+ Cellular Automata

+ Find Stability

Control Amout of Units

- Find stable location by eliminating isolated location and remaining old units. - The rule stops when it reach to certain area ratio or amount of units.

AREA RATIO : 50%

AREA RATIO : 70%

117


LOCAL CONTROL TARGET

Keep postion without Target

Move toward to Target

- Units find the target and move toward to the Target. - Units don’t move without target.

ENERGY

Move toward to Target

Consume energy when unit move

- Units are moving with ‘Energy’. (It limits number of movement) - Unit can move to another target when the energy remains.

TARGET -DISTANCE

Check distane to Target

The nearest unit is moving

- Units check distance to the target. - After checking, the nearest unit moves to the target. - This rule reduces the consumtion of energy.

118

Move with remain Energy


TARGET GENERATING

The system itself is calculating the location of units before it moves, instead of units are reacting to every movement. So units just can move toward generated target with their own behaviour. This step reduces useless movements of every units, and it helps to save the energy.

Find the location with the system (rule)

Units move toward the location. Then, they organize and optimize the location for stability or transparency.

119


VERTICAL CONTROL STACK

Generation 4

Results of each generation stack to each layer. Every generation goes to different layer.

Generation 3 Generation 2 Generation 1

GRAVITY C BD A

C E F B D E F A

120

Unit stacking is influenced by gravity. Unit can go up when there are units under the position.


SPEED

Generation 3

Generation 6,7,8,9

Generation 2

Generation 4,5

Generation 1

Generation 1,2,3

FAST GENERATING (Genaration:251)

Due to the condition, such as area ratio or number of units, speed of generating each layer is controlable by changing parameters.

SLOW GENERATING (Genaration:251)

HORIZONTAL STABILITY

When horizontal link of unit becomes more than 5, unit goes to vertical direction.

121


3D SHAPE CONROL

Using factors what we researched, we started to experiment to get big 3D shape. During the experimentation, we picked some of factors and mixed them. Each method to control the shape is added or subtracted from the rule due to the certain conditions which we input to the ruleset. Obviously, the aggregation reacted differently every time when we apply different factors and rules. So, we tried to divide part and area to control aggregation more precisely.

122

The experimentation produced various outcomes, and some of the results present show particular shape which could apply to new space of house scale. These are three significant results: ‘Dome’, ‘Volume’, and ‘Column & Roof’. Dome idea could be used to expanding of space, Volume idea is possible to organize shape of area, and Column & Roof idea could become structural form. We also did more experiment with these ideas to get more various result. These results show we could control and find specific shape with our desire.


Generation 70

Gravity & Fast generating

Generation 213

Gravity & Medium Speed generating

Generation 373

Fast generating

Generation 480

Horizontal stability control & Slow generating

123


House #8 | Basic Reaction Diffusion | Upside down | Area Ratio

House #8 | Network | Upside down | Stack

124


House #17 | Basic Reaction Diffusion | Upside down

House #17 | Network | Upside down | Stack

125


House #5 | Cellular Automata | Gravity | Speed

House #5 | Cellular Automata | Gravity | Upside down | Speed

126


House #8 | Aggrigation | Stacking | Gravity | Speed

House #5 | Cellular Automata | Gravity | Speed | Area ratio

127


3D ALTERNATION - 1 : DOME - 3D Reaction Diffusion and CA rules - Finding inflating rule - Control number of units - Create solid and void in the same time One inflating rule is running in this idea. It stops to creating space when it has certain number of units. There are empty space with several untis on the ground floor in inside.

CONDITIONS MAXIMUM AREA RATIO = 95% Parameter F = 0.0508 Parameter K = 0.0650

128

STATE = ON 3D_NEIGHBOUR < 5 (OFF)

STATE = ON 3D_NEIGHBOUR = 12 (OFF)

STATE = OFF 3D_NEIGHBOUR > 15 (ON)

STATE = OFF 3D_NEIGHBOUR > 7 3D_NEIGHBOUR < 12 (ON)

STATE = OFF 3D_NEIGHBOUR = 3 (ON)


Whole shape of units is inflating from seed point until it reaches 95% of area ratio.

PLAN

SECTION

129




DOME : VARIOUS RESULTS

132


133


3D ALTERNATION - 2 : VOLUME - Stacking idea - Finding inflating and deflating rules - Finding column rule and roof rule - Checking area ratio and control height - Only outline remains Due to the area ratio, the rule is changing. The result stacks at each generation and deform whole shape of the house.

CONDITIONS MAXIMUM AREA RATIO = 70%

134

Parameter F = 0.0378 Parameter K = 0.0605

Parameter F = 0.0508 Parameter K = 0.0650

Parameter F = 0.0437 Parameter K = 0.0605

STATE = ON NEIGHBOUR < 4 (OFF)

STATE = ON NEIGHBOUR < 3 (OFF)

STATE = ON NEIGHBOUR < 5 (OFF)

STATE = OFF NEIGHBOUR > 5 (ON)

STATE = OFF NEIGHBOUR > 5 (ON)

STATE = OFF NEIGHBOUR > 4 (ON)

STATE = OFF NEIGHBOUR = 2 (ON)

STATE = OFF NEIGHBOUR = 3 (ON)


Rule change : generating ROOF

Rule change : generating WALL Rule start : making FLOOR to creat space at certain height

PLAN

SECTION

135


136


137


VOLUME : VARIOUS RESULTS

138


139


3D ALTERNATION - 1 : COLUMN - Stacking and changing rule - Finding and creating stable position - Unit stacks like box (create solid only) - Checking area ratio and height - Finding roof rule with stable position Units are staking like boxes to make stable column. When it reaches certain height, rule is changing to make roof. They expand only in the stable connection. Area ratio is the key to finish the movement.

CONDITIONS MAXIMUM AREA RATIO = 70% MAXIMUM HEIGHT = 5.0m

Parameter F = 0.0258 Parameter K = 0.0598

140

STATE = ON NEIGHBOUR < 4 (OFF)

STATE = ON NEIGHBOUR < 3 (OFF)

STATE = OFF NEIGHBOUR > 5 (ON)

STATE = OFF NEIGHBOUR > 5 (ON)

STATE = OFF NEIGHBOUR = 2 (ON)

STATE = OFF NEIGHBOUR = 3 (ON)


Units stack with gravity to make stable column.

PLAN

At certain height, units start to make roof with stable position (no more than 5 horizontal connection).

SECTION

141


142


143


COLUMN : VARIOUS RESULTS

144


145


146


147


148


149


150


CLUSTER

The central point of the pattern investigation is to use transformation properties of the unit not only to actuate mobility but to take the advantage of unit collaboration in bigger population networks. Cluster is a group of units that a positioned in a specific manner to be stable and interconnect with each other. Pattern is the rulesets of unit state positioning in aim o gain new properties of the system such as transparency stability, softness, porosity and flat surface. Patterns are required to apply to a certain cluster shape according to their aim and context in the system. The investigation started with a physical modelmaking process. The manipulation and observation of physical aggregation brought as to the point of gathering data as physical limitations and attempt to define new possibilities of unit to unit collaboration in higher population. We started with idea that system should have multiple states which have different performative reasons.

Three 3 states (Cube Spicule and Sphere) is enough to gain a variety of different performative features by simple combinatory experiments. These experiments brought as to a point of getting all connections that are possible. By defining all possible cluster possibilities from 240 we decreased the number to 188 based on units physical limitations. In order to make system stable we chose symmetry detection method. this method helps us to found all possible cluster from system output and apply a certain pattern based on the required function of certain space in the system aggregation. Individual modification of cluster application doesn’t bring much in small poation, but from multiple scale, the system has the freedom to create and control such parameters as stability, transparency, porosity, softness. The possibility of transformation from one state to another brought system to a new level of adaptation, which can be controlled by time, human and also be related to environmental data. 151


240 Variation Region of interest is to find all possible variations for the cell which surrounded with 8 potential neighborhood cells. 152


188 Variation Gray clusters go against physical possibilities of Unit Prototype, accordingly to that they are eliminated from the system. 153


1u

1_unit 0_neighbors

2_unit 1_neighbors

3_unit 2_neighbors

4_unit 3_neighbors

5_unit 4_neighbors

6_unit 5_neighbors

7_unit 6_neighbors

8_unit 7_neighbors

2u

3u

4u

5u

6u

7u

8u

Diagram of systematization of 188 units by number of their neighbors. 154

9u


1. DYNAMIC SYSTEM OUTPUT

2. CLUSTER CENTER ANALYSIS

3. SYMMETRY DETECTION

4. PRODUCTIVE CLUSTERS

5. PREPARATION FOR NEXT GENERATION

6. ALTERATION BASED ON FUNCTION

The sequence of pattern recognition. 155


X Axis

Y Axis

X / Y Axis

From all patterns, which contains 188 variations the system going to recognize only symmetrical one. This principal is simplifying the recognition process of cluster detection. So far there are two main groups: Group A (symmetry on both axes, X and Y) and Group B (symmetry only on one axis, X or Y). The symmetry detection method decreases the number of variations radically. In return, the level of complexity is going to be saved by introducing 3 main states to the system. True purpose of involving Cube, Sphere and Spicule is to create different families of clusters, which going to have certain functions as stability, transparency.

GROUP A

a

b

c

These diagrams(Group A and Group B) show the transformation from simple cluster pattern to a family of more complex one, which includes 2/3 main states. The system will use only 6 complex patterns from each family out of all possible variations.

156

a_1

a_2

b_1

b_2

c_1

c_2

a_3

a_4

b_3

b_4

c_3

c_4

a_5

a_6

b_5

b_6

c_5

c_6


GROUP B

d

e

f

g

i

j

k_1

k_2

k_3

k_4

k_5

k_6

k

Detecting symmetry on one of the axes (x/y).

d_1

d_2

e_1

e_2

f_1

f_2

d_3

d_4

e_3

e_4

f_3

f_4

d_5

d_6

e_5

e_6

f_5

f_6

g_1

g_2

i_1

i_2

j_1

j_2

g_3

g_4

i_3

i_4

j_3

j_4

g_5

g_6

i_5

i_6

j_5

j_6

157


Figure.11

The impossibility of face to face connection between spicule and cube cause a certain limitation in pattern aggregation. System provides two possible cluster families positive and negative. Positive(Figure.11) contains one state only. The Negative one(Figure.12) is able to contain two and more states, but requires a change of inverse cluster aggregation each horizontal layer. These change in negative aggregation can not only increase stability features of the elements but also be a solution to control volume fillage and porosity of the structure (Figure.16-18).

Figure.12

158


Figure.13

Figure.14

Figure.15

Figure.16

Figure.17

Figure.18

159


FORM CHANGING CLUSTER

DIFFERENT VOLUME Use same 3 units as different variations to produce different volume in a same pattern.

160


DIFFERENT VOID, TRANSPARENT Use 9 units as different variations to produce different void, transparent in a same pattern.

161


6:00 AM

07:00 AM

08:00 AM

10:00 AM

12:00 AM

02:00 PM

04:00 PM

06:00 PM

08:00 PM

DAYLIGHT - Shadow Investigation Human beings and their lifestyle are already closely integrated to their environment, however, we would like to take a look at the ecological network as a sphere of action rather than as a static geographic boundary and reformulate dynamics and relation between humans and the environment through the medium of architecture. The simplest start is introducing a sun factor, which creates a series of action such a changing the day/night. Based on this data the human_agent changes her/his behavior, which brings supersession of the system work flow. The aim of designing a specific unit skin for optimal daylighting to get as much natural light as possible deep into the building or to cover parts of the building and create the shadow where its needed by

162

constriction and expansion of the unit (state change). Depending on location and building typology, the parameters of direct and diffuse radiation will lead system to create certain patterns of clusters based on their transparency capacities. The game of shadows same important as bringing light itself into a house. The decision was to take unit development into account and create as much void space and optimize core system of the unit. The materials for core elements were decreased or replaced by transparent one. As the void became main prerogative the actuation engines being shifted to center so the corners can be easily transformed meanwhile state change.


163


DENSITY CONTROL High Density We also brought the pattern idea into our ruleset which is combination of Reaction diffusion and Cellular Automata. So in the same condition, aggregation can have different density patterns. This can create same landscape with various density in stable way.

Lonely

One neighbour

Middile of two neighbours

Center(Crowded)

Corner

Edge

164


Medium Density

Low Density

Lonely

Lonely

One neighbour

One neighbour

Middile of two neighbours

Middile of two neighbours

Center(Crowded)

Center(Crowded)

Corner

Corner

Edge

Edge

165


2D AGGREGATION

Center(Crowded) / Lonely

One neighbour

Middile of two neighbours

Corner

Edge

166

High Density


Medium Density

Low Density

167


3D AGGREGATION with State

Cube

Sphere

Spicule

168

High Density


Medium Density

Low Density

169


170

TRANSPARENCY PATTERN

PROCESSING OUTPUT


STABILITY PATTERN

The example of different pattern adaptation, which creates different performance capabilities. 171



SYMBIOSIS CASE STUDY HOUSES EAMES HOUSE SYMBIOTIC SCENARIO FUNCTIONAL LANDSCAPE MACHINE TO HUMAN INTERACTION


CASE STUDY HOUSES

Generations are raised on iconic project Case Study Houses. The experiment that was conducted in 1945 in America and sponsored by the Arts&Architecture magazine became an iconic example for the next decades. The major idea of Case Study House was to create inexpensive and efficient residential houses, most of them were made of industrially prefabricated components. The project did not have a classic design but showed research modern type of houses with new technology. Charles Eames, who was one of the architects of the project expirement, stated the idea of the House as a basic instrument for a living. He thought the residential house should study the behaviour of family and find their demands, and this idea affected to the Case Study House. The project emphasised the relationship between technology, design, and behaviour of residents. The behaviour and lifestyle of people were highlighted to create residential space. Based on Case Study Houses framework and data which was collected for recent decades we pursue the idea of producing the equivalent of todays. Instead of designing houses, we encourage to produce a system, which could create the infinite number variations of houses.

174


175


DIAGRAM ACCORDING SIZE

#20.A

No Name J.R. DAVIDSON 1945(unbuilt) 167

#1950

#10

#12

#7

#3

#2

#18A

#23A

CSH 1950/ Raphael Soriano 1950 100

Lath House Whitney R. Smith 1946 100

No Name Wurster, Bernardi and Emmon 1949 105

West House Rodney Walker 1948 120

#21B

CHS 21B Pierre Koenig 1946 120

#17A

No Name Kemper Nomland Nemper Nomland Jr. 1945-1947 176

No Name Thornton M. Abell 1948 180

Sumner Spaukding and John Rex 1947 185

Killingsworth Brady Smith 1960 120

#27

CSH 27 Campbell and Wong 1963 200

#26

CHS 17A Rodney Walker 1947 145

Harrison House Beverly David Thorne 1962 200

#19

#24

#18B

#22

No Name Don Knorr Unbuild 150

Fields House Craig Ellwood 1958 150

176

#1-1

Stuart Bailey House Richard Neutra 1948 70

Lath House A. Quicy Jones Frederick E. Emmons 1961 200

No Names Pierre Koenig 1960 213


#8

#23B

Charles & Ray Eames 1949 286

Killingsworth Brady Smith 1960 120

#5

#1953

No Name Whitney R. Smith 1946 315

No Name Craig Ellwood 1953 220

#4

#6

Greenbelt House Ralph Rapson 1949 221

No Name Richard Neutra 1945 320

#9

#13

#25

#16

#1-2

#20.B

Alpha House Richard Neutra Unbuilt 345

Entenza House Charles Eames Ero Saarinen 1949 223

The Frank House Killingsworth, Brady 1961 230

No Name Rodney Walker 1947 440

Bass House C. Buff, C. Straub, 1958 465

No Name J.R. Davidson 1948 239

#23B

Killingsworth Brady Smith 1960 240

APT1

No Name Alfred N.Beale Alan A.Dailey 1964 250

#11

No Name J. R. Davidson 1946 255

GR. LEVEL

1st LEVEL

#21.A

No Name R. Neutra 1946 900

#17B

No Name Craig Ellwood 1956 1200

APT2

Killingsworth Brady, Smith &A-Assoc. 1964 1700

177


DIAGRAM ACCORDING TO MATERIAL

#1-1

#9

#1-2

#10

#2

#11

No Name J.R. DAVIDSON 1945(unbuilt) 167

No Name J.R. Davidson 1948 239

Sumner Spaukding and John Rex 1947 185

#3

No Name Kemper Nomland Nemper Nomland Jr. 1945-1947 176

No Name J. R. Davidson 1946 255

#12

No Name Wurster, Bernardi and Emmon 1949 105

Lath House Whitney R. Smith 1946 100

#4

#13

#5

#16

Greenbelt House Ralph Rapson 1949 221

No Name Whitney R. Smith 1946 315

#6

Alpha House Richard Neutra Unbuilt 345

No Name Rodney Walker 1947 440

#17A

No Name Richard Neutra 1945 320

CHS 17A Rodney Walker 1947 145

#7

#17B

#8

#18A

No Name Thornton M. Abell 1948 180

Charles & Ray Eames 1949 286

178

Entenza House Charles Eames Ero Saarinen 1949 223

No Name Craig Ellwood 1956 1200

West House Rodney Walker 1948 120


#19

#25

#20.A

Stuart Bailey House Richard Neutra 1948 70

#20.B

GLASS

PLASTIC

GYPSUM

STEEL

CONCRETE

#24

No Name Don Knorr Unbuild 150

Lath House A. Quicy Jones Frederick E. Emmons 1961 200

The Frank House Killingsworth, Brady 1961 230

#26

Harrison House Beverly David Thorne 1962 200

#27

Bass House C. Buff, C. Straub, 1958 465

CSH 27 Campbell and Wong 1963 200

#21.A

#1950

No Name R. Neutra 1946 900

Materials Not Specified NOT BUILD

BRICK

WOOD

#18B

Fields House Craig Ellwood 1958 150

#21B

CHS 21B Pierre Koenig 1946 120

#22

No Names Pierre Koenig 1960 213

#23A

Killingsworth Brady Smith 1960 120

CSH 1950/ Raphael Soriano 1950 100

#1953

No Name Craig Ellwood 1953 220

APT1

No Name Alfred N.Beale Alan A.Dailey 1964 250

APT2

Killingsworth Brady, Smith &A-Assoc. 1964 1700

#23B

Killingsworth Brady Smith 1960 240

179


DIAGRAM ACCORDING TO TRANSPARENCY

100%

20%

65%

45%

30%

58%

68%

69%

64%

180

#18B

Fields House Craig Ellwood 1958 150

#19

No Name Don Knorr Unbuild 150

#20.A

Stuart Bailey House Richard Neutra 1948 70

#20.B

Bass House C. Buff, C. Straub, 1958 465

#21.A

No Name R. Neutra 1946 900

#21B

CHS 21B Pierre Koenig 1946 120

#22

No Names Pierre Koenig 1960 213

#23A

Killingsworth Brady Smith 1960 120

#23B

Killingsworth Brady Smith 1960 240

60%

45%

#24

Lath House A. Quicy Jones Frederick E. Emmons 1961 200

#25

The Frank House Killingsworth, Brady 1961 230

#26

55%

Harrison House Beverly David Thorne 1962 200

40%

CSH 27 Campbell and Wong 1963 200

60%

#27

#1950

CSH 1950/ Raphael Soriano 1950 100

#1953

40%

No Name Craig Ellwood 1953 220

32%

No Name Alfred N.Beale Alan A.Dailey 1964 250

38%

Killingsworth Brady, Smith &A-Assoc. 1964 1700

53%

APT1

APT2

#23C

Killingsworth Brady Smith 1960 120


35%

37%

#1-1

No Name J.R. DAVIDSON 1945(unbuilt) 167

#1-2

No Name J.R. Davidson 1948 239

#2

40%

Sumner Spaukding and John Rex 1947 185

40%

No Name Wurster, Bernardi and Emmon 1949 105

85%

Greenbelt House Ralph Rapson 1949 221

35%

No Name Whitney R. Smith 1946 315

27%

30%

60%

#3

#4

#5

#6

No Name Richard Neutra 1945 320

#7

No Name Thornton M. Abell 1948 180

#8

Charles & Ray Eames 1949 286

37.5%

35%

#9

Entenza House Charles Eames Ero Saarinen 1949 223

#10

No Name Kemper Nomland Nemper Nomland Jr. 1945-1947 176

#11

39%

No Name J. R. Davidson 1946 255

29%

Lath House Whitney R. Smith 1946 100

50.1%

36%

#12

#13

Alpha House Richard Neutra Unbuilt 345

#16

No Name Rodney Walker 1947 440

#17A

32%

CHS 17A Rodney Walker 1947 145

83%

No Name Craig Ellwood 1956 1200

40%

#17B

#18A

West House Rodney Walker 1948 120

181


DIAGRAM ACCORDING TO CORE STRUCTURE

#1-1

#9

#1-2

#10

No Name J.R. DAVIDSON 1945(unbuilt) 167

No Name J.R. Davidson 1948 239

#2

Sumner Spaukding and John Rex 1947 185

#3

No Name Kemper Nomland Nemper Nomland Jr. 1945-1947 176

#11

No Name J. R. Davidson 1946 255

#12

No Name Wurster, Bernardi and Emmon 1949 105

Lath House Whitney R. Smith 1946 100

#4

#13

#5

#16

Greenbelt House Ralph Rapson 1949 221

No Name Whitney R. Smith 1946 315

#6

No Name Richard Neutra 1945 320

#7

Alpha House Richard Neutra Unbuilt 345

No Name Rodney Walker 1947 440

#17A

CHS 17A Rodney Walker 1947 145

#17B

No Name Thornton M. Abell 1948 180

No Name Craig Ellwood 1956 1200

#8

#18A

Charles & Ray Eames 1949 286

182

Entenza House Charles Eames Ero Saarinen 1949 223

West House Rodney Walker 1948 120


#18B

#24

#19

#25

Fields House Craig Ellwood 1958 150

No Name Don Knorr Unbuild 150

#20.A

Stuart Bailey House Richard Neutra 1948 70

#20.B

Lath House A. Quicy Jones Frederick E. Emmons 1961 200

The Frank House Killingsworth, Brady 1961 230

#26

Harrison House Beverly David Thorne 1962 200

#27

Bass House C. Buff, C. Straub, 1958 465

CSH 27 Campbell and Wong 1963 200

#21.A

#1950

No Name R. Neutra 1946 900

#21B

CHS 21B Pierre Koenig 1946 120

#22

No Names Pierre Koenig 1960 213

#23A

Killingsworth Brady Smith 1960 120

#23B

Killingsworth Brady Smith 1960 240

CSH 1950/ Raphael Soriano 1950 100

#1953

No Name Craig Ellwood 1953 220

APT1

No Name Alfred N.Beale Alan A.Dailey 1964 250

APT2

Killingsworth Brady, Smith &A-Assoc. 1964 1700

#23C

Killingsworth Brady Smith 1960 120

183


CASE STUDY HOUSES ANALYSIS

Having divided the projects into groups, we got a system of principal features. The most significant tools for this are diagrams, the most important of which are based on size, structure, material, and anomalies which inherent only in these specific houses. These data will help us to define prime features, which will be used for further parameters in the work with the dynamical system, structure, and behaviour. The systems analysis is divided into two parts - structural and spatial. The structural analysis contains the general size of the build area and all interrelation and proportions between different parts of the houses. Materials, insolation (transparency) and variations of different structural parts were also included as parts of this investigation.

Main componets that are intened to use in new system investigation. Components are gathered from defferent group types from architectonics to unit behaiviour

184

As a result, we can sum up the average size of the building which is 295 sq. meter, where the dwelling zone is 64% and insolation fluctuates from 46.6% to 89%. The spatial analysis contains a huge variety of space planning solution which is mentioned in the diagram according to anomalies and novel planning concepts. Such space planning solutions as green belt, separated guest area, prefabricated utility core, living islands are well analysed and taken for further system development.

Diagram of average data analysis for future usage in Processing system creation.


OF: FUNCTIONAL PARTS//1 INNER GREEN CIURTYARD//2 LIVING UNITS//3 SEPARATION OF GUEST AREA//4 UTILITY CORE//5 INFLUENCE OF SURROUNDING//6 NEIGHBOR RELATIONSHIP//7 LANDSCAPE RELATIONSHIP//8

OUTSIDE/INSIDE ANOMALIES

OUTSIDE INSIDE

185


EAMES HOUSE

186


Through the years of self-assembly system investigation great amount of data was governed. However, the perspective of putting a system into new boundaries of dwelling investigation bring us new possibilities. We are encouraged to use Eames House as a framework to achieve new aims and create new features of an already existing system. As far as the influence of adaptation system and effects are could be clearer and defined on the existing structure our team will carefully analyse this structure from different perspectives to use not only it as a structural formation but also as the information hub. Based on these data our new system will create an infinite number of house alterations.

To create the symbiotic house, the system would analyse not only the original house but also Landscape to find a certain location of units. The processing work will understand each separated part differently. The structural part would be built from a structure of Eames house due to stability. This work is the first step of generating house. In the same time, partition and transparency part also influence to the result.

187


ANALYSIS

GROUND FLOOR PLAN

FIRST FLOOR PLAN

188


STRUCTURE MATERIAL : Glass Steel Concrete

Glass - Transparency, Transrucency Steel, Concrete - Stable Structure

GROUND FLOOR PLAN

FIRST FLOOR PLAN

SPACE FUNCTION : Private Public Stairs

Private, Public - Space, Room Stairs - Connection

GROUND FLOOR PLAN

FIRST FLOOR PLAN

189


SYMBIOTIC SCENARIOS One of the main strategies of symbiotic house is to create a variety of different scenarios in which existing house (framework for the system), system and htuman being would be treated in an equal way. One of the first exercises is to understand the possibilities of the fixed population when a number of units inside and outside is different. So far we created six scenarios where an amount of the general population has been always fixed and equal to 130 424. From the first scenario when the house is only occupied by units and with the last one when House doesn’t contain any units we will go through all possible functional possibilities which certain amount of units could bring us.

INPUT + SYSTEM

EAMES HOUSE

SPLIT A - INSIDE

SPLIT A - INSIDE

SPLIT B - OUTSIDE

1s

0%

1s

2s

5-15%

2s

1s 3s 2s 4s 3s 5s 4s 6s 5s 6s

190

SPLIT B - OUTSIDE

0% 15-60% 60-90% 5-15% 91-99% 15-60% 100% 60-90% 91-99% 100%

1s3s 2s4s 3s5s 4s6s 5s 6s

100% 95-85%

100% 85-40% 95-85% 40-10% 85-40% 9-1% 0% 40-10% 9-1% 0%


INSIDE INSIDE

UNUSABLE UNUSABLE

100% 0%

HUMANBEING BEING HUMAN COCOON COCOON

95-85% 5-15%

STRUCTURE STRUCTURE

85-40% 155-60%

FURNITURE FURNITURE

40-10% 60-90%

SCANING SCANNING

9-1% 91-99%

SEPERATED A SEPARATE BUILDING BUILDING

0% 100%

OUTSIDE

OUTSIDE 191


192


SCENARIO #1 100% 0%

The first scenario offers us to get a view of the situation when all units(130424) occupy the house. Feedback effect of such set up would be absolutely isolated house (by the system) from human beings. As a result, residents are detached from the house, but still, have the full possibility to interact with the system itself. In future steps of investigation, we would like to add new conditions where a system could bring more complex behavior to the audience.

193


194


SCENARIO #2 95-85% 5-15%

Human in motion

Human

From 5% to 15% of void enable our system to create a cocoon. This exact amount of void space is enough to the human being to be mobile and navigate them through existing house which is 95-85% packed. Cocoon is a new form finding to isolate people from each other and still have a full freedom of existence in one building. The self-assamble system not only allows to create certain conditions for such scenario but also brings the incredible possibility to create a new navigation system of the house.

195


196


SCENARIO #3 85-40% 15-60%

It is a first scenario which has enough amount of outside units to create a meaningful architectonics outside the house. As far as the number of inner units fluctuates from 85 to 40% the system has an opportunity to create either structural elements or furniture. However, the outside population any less powerful and able to create small architectural forms based on human needs.

197


198


SCENARIO #4 40-10% 60-90%

Furniture is the only possibility of the system as interior output, however, it is important to mention that selfassemble system with such high population of units implies to be sustainable wich cause to have energy governing tool as a part of the prototype. We assume that solar energy is our main source and that addition brings a new behavior complexity to unit choreography. However, the main part of the population will be aimed to create a functional landscape(furniture) we are taking to account that a certain number of units will work on energy collection and spread it to the points of need.

199


200


SCENARIO #5 10-1% 90-99%

Scenario #5 is aimed to create great outside structures based on human needs, landscape and neighborhood possibilities. Stock count of 9-1% of units which are still part of the inner system of the house have only one function is gathering data from human behavior, their needs, and habits for a proper creation of future generations.

201


202


SCENARIO #6 0% 100%

Last but not least scenario brings us the opportunity to create an absolutely independent structure which could be self-supplied by energy and has all features of the real house. This ruleset snip system away from data collection from the house but still require of being flexible and adaptive to the landscape and residence outside the Eames house.

203


STRUCTURAL AGGREGATION

Build / Fill the Space of House Scale Interact to Environment / Human Create Condition

HUMAN - SYSTEM Interaction

204


FUNCTIONAL LANDSCAPE

Create Landscape of Human Scale Interact to Human Follow Condition

However each of the scenarios represents a certain possibility of the system-environment interaction and they are still a part of possible scenarios, we decided to concentrate specifically on two of them wherethrough in them we see a more potential to explore the behavior of the unit and system itself. 205


206


Line recongnition

Surface recongnition

Space recongnition

207


BUILD UP THE SPACE

Human <-> Space REACTION DIFFUSION The crucial difference between human and machine perception of the surrounding environments brought us to a point that pushed us to define elements the system could respond to. Line, surface and space are main elements which define unit aggregation behavior. Line and surfaces (not transparent) become main bearing elements which system could use to be supported by. The «space» aggregation behavior is crucially different when its getting to a point of upper part positioning. The understanding structures should be supported by scaffold, which usually become 40% of all amount of units.

208

Instead of using certain seed points, we set human data (behaviour, habits, feedback) as the seed points in the space. When human entered into the environment, the system finds the locations of units through using “Dome” building up the concept. The overall aggregation is happening on The dynamic system output. After calculating seeding points locations, and best system output units start to fill up the space according to the coordinates.


+6 300

+3 210

+0.000 -0.450

209


FUNCTIONAL LANDSCAPE The functional landscape is a system output which aimed to creat high population matrix of units. The key idea is to answer a system output user needs _ACTIONS. This matrix is capable of unifying different elements with the respect to their identity. the system identifying these elements as the different object(the human is a part of object family). The shape is selfassembly based, mobile and fluid, where the general shape is less important than the relationship of parts(cluster and patterns).

210

The flexibility of patterns and clusters determine system behavior. The system output is mostly dependent on dynamic system and rulesets, however, seeding points are based on human habits and behavior. time, evolution and interaction are key system features. The general form matters but not as much as small parts of it, which are mainly the reaction to human needs. For example human_00request an action, then the system output will be 70% of the flat surface(to place a book), 30% of the soft surface (to sit). The diameter of action is 18 units.


TIME There are two mail time definitions of time in the system the Longstanding and Shortstanding. The longstanding_decions are based on data of human_ agent flow and influence on the system. Likewise, it could also be called as evolution based changes. The unit_agent network is carefully collecting the repetitive information from human being movements and translate adapt it to slow, barely visible, changes through the longtime period of time. This is a reflection of human lifestyle, habits, and subliminal messages.

Shortstanding Time or Momentary Decision is based on rapid changes of human_agent needs. This method intended to be investigated through the big amount of different scenarios. All these situations are going to be predefined by human, however, the output will be only generally modified. The investigation of such scenarios is one of our main focus in the next step of developing our system.

211


ROOM SCALE SIMULATION The number of the human_agents are also crustal for basic transformations. The investigation of the system and related algorithm will be based not only on a number of people who entered the house but also on a type of the crowd and their goals. Consequently, we consider not only a human as an actor but also a crowd as on organism with its own behavior and the network of actions. The settings of major factors of lifestyle that house system can maintain and introduce to a human will be made in the progress of sensors investigation in action.

5.6m

6.8m

Baoundary : Room scale

Detect Structures

212

6.8m


Detect Human to change function of aggregation: - Location - Height - Direction

Aggregating to working function landscape Unit Size: 15cm Number : 188 Units

213


Aggregation changes the size of landscape due to the needs of human. Individual working function can be changed to sharing function.

214


Also, wall of the space can become to opening. In this case, the system detect structure to make opening. These aggreegation behaviour will be explained at next chapter.

Detect Structures

215


FOR WORKING

To investigate Functional Landscape, we started to create simple landscape of human scale, which we decied as table. So, we gave the condition for table, such as Flat surface, Certain height, and empty bottom. Also the condition include location, direction, and height of human being. So the units near human change their location to make a table by following the conditions.

CONDITIONS TO FOLLOW SHAPE

Flat top surface / Certain height / Empty underneath

216

INTERACTION WITH HUMAN

Location of human / Direction / Height


With the conditions of a table, units create the table, with same number of units from near human. After this, we considered another situation, with multiple human.

Unit Size: 20cm Number : 74 Units

Unit Size: 20cm Number : 130 Units

Unit Size: 15cm Number : 188 Units

Unit Size: 15cm Number : 162 Units

The various results of generating Table-function landscape

217


FOR SHARING

The shape of functional landscape can be transformed due to human needs. For example, if there are three people who need table, they might want to use separated tables, but sometimes they need to share the table to work together. So, units can adapt there requirement by changing shape and combining tables.

The transform can also work in opposite direction, from sharing table to individual tables. In this pocess, amount of units is same in both states of table. Also, units keep follow condition of the functional landscape in the end of change. This result shows the interaction of system, unit and human.

Build tables for everyone

The system recognize directioni of human, and tables are created in front of human with certain conditions.

Change shape for sharing work

Units move toward the center of multiple human, then build up large table for sharing work.

218


219


220


MODEL OF THE SHAPE CHANGING

Generating tables for each person

Transform to the table for sharing with everyone

221


FUNCTION CHANGING

Not only just shape of landscape, but also the function itself can be changed with different number of units. Same as shape transforming, function is also transformed by human needs and data.

For Working / Dining - Height for sitting human - Empty Underneath - Flat top surface -162 Units

For Sleeping / Laying - Flat top surface - Size for Laying human - 204 Units

222


TARGET LOCATION OF HUMAN

For Going up & down - Link two points (Human to Target) - 317 Units

223


OPENING & CLOSING

After creating space, which is closed, the wall can control transparency with making void. Units detect the structure of Original house, and move toward to the structure to make void in stable position. Also, they are deflated to spicule to make lager void. In the simulation, the blue voxels are deflated units.

Detect Original Sturcture

The system detects structure of original house to take more stable postion. It also helps not to destrupt opening the void in front of windows.

Control Void / Transparency/Transrucency

Unit deform to spicule form, which is the smallest size, to make larger void for transparency. 224


225


MODEL OF THE SPACE

Inside of the space which is built up by one human seed point.

Outside view of the space after space building.

226


MODEL OF THE TRANSPARENCY CONTROL

When window is closed by units.

When window is opened with void.

227


PROCESSING OUTPUT

228


PATTERN FORMTION

Left image represents Table as a pure dynamic-system output based on units number and distance (from human being) limitations. The Right image represents Table as a collaboration work of different cluster-families, which aimed to create a certain amount of flat surface, softness, stability, and transparency on the ground of dynamic-system output. 229


230



Figure.21

Figure.21 The system output based on different human scenarios. Three individual working spaces and one for sharing. Figure.22 Stairs Figure.23 The original Eames House furniture. Figure.24 The number of flat surface objects request Figure.25 The example of system interaction with original furniture.

PARTS OF FUNCTIONAL LANDSCAPE With the respect to original Eames House furniture, we enable the system to recognize the objects and made them as a part of overall system interaction. As any other object of the system the furniture also have needs such as flat surface and volume for original user actuation. The minimum action possibilities do include different positioning in space and adaptation to functional landscape without losing its identity and functional extension.

Figure.22

232


Figure.23

Figure.24

Figure.25

233


HOUSE SCALE SIMULATION Cube

Sphere

Spicule

Designate main structure to follow

Original Furnitures

Aggregating from several seed points. Due to the movement, most of units are sphere state.

Generating landscape inside of houe with patterns.

234


Aggregations and original furnitures are interacting each other. Original can be placed top of units, or units can be added to furnitures.

Structural aggregation become obvious. A lot of units on the floor are cubes for user’s walking.

Influenced by house plan and user’s movement, the path is formed. Units move to other location to make path.

235


Functional Landscape can substitue original furniture. The state of units are different due to the condition of function.

236

Laying down / Sitting

Working / Dining

Storing / Working

Going Up & Down


The patterns and units can lap the original window to control daylight. In the simulation, the most of units are sphere for getting more daylight. This is also idea about how units circulate and charge solar energy.

237


238


239


240


241


242


243


244


MACHINE TO HUMAN INTERACTION

245


MACHINE TO HUMAN INTERACTION - The system as needreader

The novelty of this investigation from others studio projects that have been done in the fields of adaptive ecology is introducing human being to the theory. Rather than fit a nowadays domestication to the self-assemble system, we would like to put ongoing dynamics of humanist thought in architecture and offer alternative theorization of everyday human behavior in the house and challenge behavior norm of a dwelling. To fully explore this question we would like to look from both sides how human agent leads to space or system and how a house, as a creature, and its components respond to a human being behavior.

House for Human There are two realities which are created by adaptive ecologies. First one is how human being interacting with the system, define it, feel it. It is the world of the very rich variety of data. The second one is how the system treats the world that surrounds it. Which as much complex as human perception but differ by its conception, where machines are capable of sensing, storing and evaluating complex patterns of information. The main question that we are facing is what we as an architect defining as main data of human-machine interaction? Instead of the examination of the human body and intersactioning human life-style, we choose to treat human beings as any other object in that system that has a certain needs. By combining the endowment of rational and abstract of human behaviour we assumed that minimum data that system should have from human beings to operate is their needs, which are read as ACTIONs.

246

Human agent in the House As it was mentioned earlier human_agent is a part of the bigger network, which means the feedback of each agent group will interpenetrate to the behaviour of others and make the improvements for further actions. This interosculation force us to create a language of light, which human_agent will use. The agent as always will engage and explore the system by playing and transforming deliberately, however we would like to input an natural human activity, which appears as reflexes of the human body, unintended goals, and inboard body features. The first step will be an introducing the sensors as a tool of decoding human data to a system. Starting with body expressions we will use the data of movement, facial expression, language as the emotional indicator, volume intensity, and temperature of the body. All the sensors are going to be input in units as major receivers and communicators of spreeding the data.Based on received data about human behavior system will verify the best solution for a specific ACTION.


00_human

01_human

02_human

247


Scenario_01 The System in longstanding_decision mode. Scenario_02 The object detection. 00_c_lamp_obj

00_human

00_sc_obj 00_chair_obj 01_human 01_chair_obj


Scenario_03. Artificial light scenario. Unit to unit interaction. Scenario_04. Artificial light scenario. Human-machine interaction.

00_human

01_human


250


251


252


253


254


255



APPENDIX EXTRA WORKS CONVERSATION AFTER PRESENTATION BIBLIOGRAPHY




UNIT MATERIAL STRATEGY

ics

on

le

ab

ch ret

St

260

e

tr lec


STRETCHABLE ELECTRONICS

MATERIAL ALTERNATIVE TO SMART WINDOWS (MIT)Â

Inject air

The main idea of unit skin is collection of data that in future can be used for further transformations by touching the skip, the resident of the house brings the input data to process in algorithm for next transformation.

261


UNIT

UNIVERSAL JONIT_01 the universal joint_01 is available to rotate in 360 degree without any limitation which is super flxible for the unit. That’s also the reason we put in our generation 4 to make it adapt to different form requirements

262


UNIVERSAL JONIT_02 the universal joint_02 is partly flxible. It can rotate in two axises which as you can see in the photos, they are great but with limitations.

263


UNIT DISTANCE CHECK

GOAL

1

3

2

When a high population of units are going to build a goal. All the units update the information of the position of the goal. They will start to check the position of themselve. Firstly, they will check if they are in the area near the goal. Secondly, if they are in the area where is close to the goal. Those units will use distance sensor (Ultrasonic Sensor HC-SR04 Module) to check the distance between goal and themselve. After that, the most close unit will go to build the goal first, then then second close unit, as this simple rule working one by one until they finish the goal.

264


COLLECTIVE BEHAVIOUR

When two wheels working with one to three cubes, those two wheels can hold the cubes between them and move them. For example, those wheels in the two sides can hold three cubes together. Then the cubes also will change their position by the movement of wheels without wasting their own energy. This behaviour of wheels provide a good solution of energy saving in the project which is really important for the unit.

265


SYMBIOSIS TIME-VARYING INTERACTION SHORTSTANDING CHANGE

10s

100s

1000s

10000s

266

Shortstanding Time or Momentary Decision is based on rapid changes of human_agent needs. This method intended to be investigated through the big amount of different scenarios. All these situations are going to be predefined by human, however, the output will be only generally modified. The investigation of such scenarios is one of our main focus in the next step of developing our system.


LONGSTANDING CHANGE

1 year

The longstanding decions are based on data of human_agent flow or neighbours situation, then influence on the system. Likewise, it could also be called as evolution based changes. The unit_agent network is carefully collecting the repetitive information from human being movements and surroundings. It adapt the data to slow, barely visible, changes through the longtime period of time. This is a reflection of human lifestyle, habits, subliminal messages, and environment.

3 years

5 years

7 years

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AGGREGATION 3D RESEARCH

After 50 Generation

After 50 Generation

Stable Units

#1_Checking Age

Stable Units

New Start 50 Generation

New Start

New Generation

Inside factors (age and number) are considered to create 3D shape of voxels. The rule is also Grey Scott’s Reaction Diffusion. Finding oldest units is thought to equal as finding stable part, because they don’t change or switch place and link with each other.

Concept

Adaptive Movement

Adaptive Movement

Same Number of Units

50 Generation

50 Generation

Same Number of Units

After 50 Generation

After 50 Generation

Stable Units

Stable Units

Stable U

New Start

New Start

New S

New Generation

New Generation

Adaptive Movement

Adaptive Movement

Adaptive Movement

Same Number of Units

Same Number of Units

Same Number of Units

3D Result

Generation : 264

Maximum age: 50

Parameter F : 0.035 Parameter K : 0.060 Maximum age: 50

Maximum age: 50

Maximum age: 50

268

After 50 Ge

50 Generation

Maximum unit Age : 50 -> New initial point

Initial condition

New Generation

New Gene


From table below, the whole process will find the oldest (purple) part everytime, and when the age of purple units reach to the maximum age 50, the process will have a new start intitial with that oldest part which is 50 age.

Generation : 20

Generation : 68

Generation : 136

Generation : 204

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AGGREGATION After 50 Generation After 50 Generation Stable Units

#2_Checking Unit Numbers

50 Generation

50 Generation

Stable Units

After 50 Generation Stable Units

New Start

New Start

New Start

New Generation

New Generation

New Generation

50 Generation

Checking number of units means to keep maximum number of units. So, even whole shape is changed, it can be reconstructed to other form with same quantity of units.

Concept

Adaptive MovementAdaptive Movement

Adaptive Movement

Same Number of Units Same Number of Units

Same Number of Units

Total unit number : 200,000 -> New initial point (Adaptive movement : using same number of units)

Initial condition

3D Result Generation : 288

Voxel number: 200,000

Parameter F : 0.035 Parameter K : 0.060

Voxel number: 200,000

Voxel number: 200,000

Voxel number: 200,000

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From table below, the whole process will find the oldest (purple) part everytime, and when the quantity of unit reaches to the maximum number, the process will have a new group with that generation of the oldest part as new intial condition. Generation : 9

Generation : 68

Generation : 142

Generation : 220

271


AGGREGATION

#3_Using Different Parameter with checking age Initial Condition

Parameter F : 0.020 Parameter K : 0.050

Forms have resulted from start conditions as a cross. It also tried to check age and get new initial condition, but the parameter makes the shape keeps changing. So old voxels are not created, and react permanentely. Generation : 75

Permanently change

No oldest part

Section with symmetry

Generation : 170

272

Generation : 252


Initial Condition

Parameter F : 0.047 Parameter K : 0.065

Forms have resulted from start conditions as four half cross in the middle, and find the oldest part starting as a new intial condition. The parameter made very slow change and divied into dots, so the result is like vertical tree. Generation : 98

Oldest part

Start a new stage with the oldest part of last stage

Section with symmetry

Generation : 200

Generation : 250

273


AGGREGATION

#4_Using Bouncing Agents Initial Condition

As experimented in 2D variation, the bouncing balls are used to get another result. In this experimentation, it doesn’t check age of voxels to see the 3D shape of agents.

Parameter F : 0.030 Parameter K : 0.060

Generation : 121

Become none symetry

Route of bouncing ball

Start with symmetry intial condition

Generation : 194

274

Generation : 389


#5_Using Agent with checking age Initial Condition

Parameter F : 0.035 Parameter K : 0.060

The result is same condition as left page, but it checks age of voxels in this time. Even agents influences to the reaction, voxels get age and change condition.

Generation : 105

Oldest part

Start a new stage with the oldest part of last stage

Route of bouncing ball

Section without symmetry resulted from bouncing ball

Generation : 165

Generation : 274

275


AGGREGATION STRUCTURE FINDING

: Checking both Number and Age

Initial Condition Parameter F : 0.020 Parameter K : 0.050

Whole Shape Generation : 55

Generation : 138

Generation : 211

Generation : 291

276


Checking both number and age is considered to generate same condition with different shape. After that, we remained only old units (grey result), which are stable parts. Orange mass (left page) is the result of checking both number and age.

When it reaches 50-old age or 200,000 units, it gets new initial condition with old units. The grey mass (right page) is the result of remaining old units, which is stable and could be structure of House scale.

Stable Units : Structure Generation : 55

Generation : 138

Generation : 211

Generation : 291

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AGGREGATION REACTION DIFFUSION RESEARCH Gray Scott’s Reaction Diffusion

Start Point

Start Point

BZ Reaction

Start Point

Start Point

Turing Pattern

Start Point

Start Point

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3D AGGREGATION WITH HOUSE BOUNDARY Boundary : Eames House

Gray Scott Reaction Diffusion

Picked level

2D results are stacking to each level to make 3D shape. We picked some generations to see the result as 3 dimensional shape.

BZ Reaction

Turing Pattern

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AGGREGATION UNITS INTERACT TO HUMAN

In the Interactive structure, units communicate with human. When people dive into floor full with the units, they make empty space around human, and be ready to follow human needs, such as creating functional landscape. In the simulation, the blue voxels are ready to create what people want.

280


281


AGGREGATION ENTRANCE INTERATION

Not only the floor, but wall also interact to human. When user try to enter the space, wall make opening which can be entrance. After they come into the space, it is going to be closed to make wall again.

282


LIGHT INTERACTION

Like idea of following units, light can follow user’s movement. Units are not moving, but just state of lighting is changing.

283


AGGREGATION

ROOM SCALE AGGREGATING ALTERNATION_01

284


ROOM SCALE AGGREGATING ALTERNATION_02

285


AGGREGATION

ROOM SCALE AGGREGATING ALTERNATION_03-A : High Density

286


ROOM SCALE AGGREGATING ALTERNATION_03-B : Low Density

287


AGGREGATION

CIRCULATION OF AGGREGATION

288


289


CONVERSATION after Final Presentation

Tom Widcombe

Theodore Spyropoulos

Founder and principal of Tome Wiscombe Architecture

Director of AADRL Director of Minimaforms

Davide Quayola

Patrik Schumacher

Visual Artist

Partner of ZHA Co-founder of AADRL

Tom Wiscomb : The first thing is I think the brick that can turn into a sphere is not a bad idea. It made me think I started thinking about the pyramids at Giza. How much difficulty they had ultimately building what was a voxel building of these giant stone voxel that they couldn’t figure out how to move and brought from great distances and had to roll on logs to move. The idea itself that the brick can turn into something that can move or roll itself. I think that’s very exciting it’s a new approach to the voxel project. That has been around for a while. I’m getting itchy when I hear everything is adapting to humans and I like the angle where it can also adapt to human things. I feel that at the end what was a little missing is important for you guys to talk about the result of architectural effect and that does have to with aesthetics. You can begin with systems and end with aesthetics or begin with aesthetics and end with system, at some point to architectural needs to define an intellectual framework and a associate aesthetics project. If you don’t do that you leave a big part of what we do as architects and at the end I wonder what we have then I would want you guys to argue for it as an architectural effect, rather than just as a logical outcome of a system and a load of system research. Student (Kristina) : Basically I think this system itself brings an absolutely new perception to the architecture itself, even like in terms of technical right you need to do renders. Usually we all architects, we know how to do that but in this situation, you super confuse because you don’t know how to bring the other people the perception of the space and the only one thing that you can actually get it when you 290

in and the understanding of new navigation how you actually translate your feelings to the system and how it responds to you because in other ways like you know this is like kind of idea that something can pop whatever you want it just kind of makes you very stable you know you can just so excited and everything’s going to be around you, so i think this is not about like a usual understanding of the statics its new smart idea. I mean not always going to be about the general how you can develop absolutely new perception of people in the house and yes it’s probably because I think that this is kind of our problem when you can’t get a very small scale and show the truth from ability and he just looks like a striking thing but when it’s going to move and it’s going to interact with you have going to have an absolutely different. Tom Wiscomb : You might be more successful turning this into a thesis. If you would be talking about in formulism that you interested, and if you will against other type of formulism, it will be as a form project. Davide Quayola : There is a very interesting aesthetics potentially, sometime develop a system is a very interesting way in developing new aesthetics. I think you develop a really interesting idea that kind of jump on this idea of this voxel aesthetically. It’s not incredibly new, but it still has a lot of potential to be explored. And I also think in terms of the system, you played a little bit of pattern, 2D form and reaction diffusion, in generally, it would be interesting to see a more volume based, operations, developing could be animating in terms of voxel. A lot to be explored in


Robert Stuart-Smith

Philippe Morel

Studio Course Master of AADRL Co-founding Director of Kokkugia

Co-founder of EZCT Architecture & Design Research

Ariane Koek

Brett Steele

Founder and Designer of Arts@CERN

Director of AA School of Architecture

aesthetics final output with in the system in the end. Theodore Spyropoulos : I think in this context that’s over the status of form as a moment of time read so you can evaluate the aesthetics, let’s say if you want to call it a kind of voxelization of space that’s high resolution or low resolution, you could qualify it in that way as in a kind of descriptive manner but I think the the behavioral attributes of this thing about a space that potentially has these kind of breathing capacities that has codependent fees with potentially humans and non-human agency. I think the overstatement of people in the building is a problem not because it’s a problem of how one is interacting with the other but the fact that these bricks themselves have their own life cycle that have to be identified is something that has to be kind of communicated itself. For example, charging, communicating, how does its source information and then how does that become meaningful as it’s trying to communicate with human agency. And the reason I sort of put that out is when you see the behavior of two units interacting together, they have their own kind of language to somehow signal one to the other and issues of representation and in the voxelization like the low boxy kind of strategies of the animations are not necessarily giving legibility. It’s basically explaining a kind of data set that distribution within a particular moment. And I think that the challenge is a question of form into something that is not just about formation, is about actually questioning, actually the modes of representation and understanding it solely as a piece of information. How those information sets get corrupted and how learning actually happens and all of these other

questions. I think it’s really done at stake. Because we try to version where we actually designed the house completely which is this thing and it has aesthetic values and it has almost as kind of super primitive forms. Also, there is a quality to that but I think to overstate the qualities of that by itself in that fixed and finite form. Somehow I think is one of the things that were trying to subvert, so how could we can have a conversation about behavior as something that mitigates the physicality of these kind of interacting, smart bricks and then how do you sort of couple that with people and an existing kind of environment that serves as kind of context. We don’t actually have a workflow that actually mitigates all of that stuff, but what is trying to be at least communicated is in terms of the proof of concept of how uncertain some of these objects. Actually that opens up a very different conversation of how it would relate the furniture and the lighting is the one part that they think you don’t spend enough time exploiting because that’s when it goes beyond the physicality of the object itself and construction atmosphere. I think that part is really where I feel is the strongest in terms of subverting the kind of conversation of aesthetics based on the physicality of the finiteness of the piece itself, and with that amplification I think that sort of opens up an interesting territory which doesn’t have to fall into the ideas of atmosphere of the sixties which the materialized everything, kind of reintroduces that but I think in a different way where it becomes lighting as a medium to actually amplifying to find space. Davide Quayola : But they behavior own sites it’s in a way you still talking about aesthetic, I mean I think

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the behavior itself should be part of patty conversation and how you reach from one state to another state in the end that’s for me was I’m not so interesting to explore. Theodore Spyropoulos : I guess the thing that I’m trying to do a couple of the aesthetics just from the discussion of form. To move it into this kind of landscape of formation because I think that time dependency of this project gives very different qualities that this stuff moves very fast that has a very different communication strategy that the physicality of a particular configuration can be completely augmented just by illumination so the only reason and stating that is because particularly in this place like the DRL. Form has been such a strong kind of conversation topic in terms of the formalism of form. I think it’s just something that we’re trying to work on another thing that we have achieved it but I’m saying that we’re trying to speculate about that. Tom Wiscomb : I totally get that and in particular I understand that in relationship between like let’s say continent all Europe and England vs and a way that you know a certain set of interests that are very strong here versus like American formal project. I mean I understand that completely makes sense. I just think that it’s like it would be so important to be able to be flexible enough, to the state of position and to support this thing when it’s not a state of emotion I mean it will not always be in a state of motion. I understand that things are adapting but I think it at some point we also understand that maybe there’s a state of rest and we can begin to look at the thing and I think it has aesthetics so this is amazing. I mean it somewhere you were saying it’s going to go somewhere between like Frank Lloyd Wright and 292

then all the things that Frank Lloyd Wright barred from some kind of ancient thing but also you can identify. Its origins may be a future and they attended the same time I think there’s something to that going to start trash but I think that not being able to talk about it in that way. I think ultimately is problematic so if even if your interest is it’s primarily in the in the behaviorism of these things this is still an object in the world. We’ve got a girl to speak about it that way and we do interact with its aesthetically also even when it’s not an emotion that. Patrik Schumacher : I agree with that subscribe to this partially. I mean it’s very important to have a layout description which takes forms as forms and distinguishes former counter pharmacist apologies. I think this also applies to the bottom on this case its forms are time figures and then again we can look at time formalism what I think when we bring any moves of apology to the statics we then what we’re saying in fact we bring in evaluated category in hood relative to a certain world we have beard and put the potentials we’re picking this as beautiful and rejecting this as idly and that’s within this world and i would say he just positive these are the ugly versions, these are the beautiful versions, now this is much better schism and I’m saying because this one respect the series of laws and and rules which have performative power because these are the structural viable ones. We can apply the same thing to the time configuration rather than efficient or inefficient transformation, a kind of legible, illegible, when I’m talking about aesthetic of times because I’m looking at the statics for instance and I wouldn’t say a dance I would initially say an athlete. So if you learn to run at as a sprinter or longdistance runner we developed a tooltip glass this guy can run this guy can’t run and aesthetic as an


evaluation of former superficial features made, maybe static configurations or moving time figures we need to then link that back that’s what I think they need to distinguish these we can just find it for the former description of the way how this gonna run for you can teach somebody how to recognise it where it’s for short and the American problem this needs then tie back to performance and that’s why this product of important the enemy closing the loop . Because if you just start to get fresh lower the positive because we turn on the oven gas frontier so anything new any signals hey at least newness is one that’s a good idea but units of cotton enough. I knew this was transporting new capacity new performance and I’m including now he’s a lot of technical performance recognises that would be this one, and I need to bring in social performance and I think that is not yet enough of the UN figure in human performance of interaction. I think if you look at the building now the Eames furniture you always imply the human figure because adapted economic it’s good to situation for the difference between sitting at a with lounging, TV. So you will see you guys always that explicitly there because it’s routinized into 5 types and that’s why you can take it out of the picture to see the glass window, the size of the lighting requirements, the staircase every aspects you will see that we do a noon and different kind of rhythmic movement of cross section, then we have to bring those extra human figure explicitness the implementation needs to be stated so that’s what I’m disagree on that count of course at the same time these systems recognise each other, adapt to each other but there’s an end game. Also we don’t care in the end and acceptable constrain with the recharging requirements of these. We want them just to be there at the right moment and the well. The end of course is under the hood technicians the order to do some of that vary but third just clarified of the categories and where I think that contradiction between the European functional and radical function MVRDV or OMA, and then the formulas were American for Eisenman. I think you are on the American formalism what an indefensible position American formalism position is. So I’ve been when Jeff came here and Jeff came here and said formalism, I was the first one to try, I said yes. But I said that can’t be all. Your deal is precisely the integration of taking forms work for us. We hear collectively some extent I mean not me personally like that language and we need to read the formalism. But we also need instrumentals them the formalism things

going to end in the met until performance distinctions. Robert Stuart-Smith : I mean I share the engaging with the fuzzy blurry line between these two things to form on the system is perhaps. But I think it is interesting to think about this project has been a temporal project where something like contemporary dance formalism and contemporary dance you could say you could be looking at the aesthetics of the stage like the lighting the costumes or you could be looking at the dance choreography and kind of overlaying of people are the intersections of trajectories and variations in speed and even the aesthetic of the music. And you get exciting collaborations between choreographers, visual artists and there’s a lot of material that when we see this way first of all I do see aesthetic value in even the small things like these are kind of snowflake like drawings even these voxel drawings are actually aesthetically curated they’re not just that off-the-shelf voxel drawing, but then when we get to the actual communication of the project. There’s very little time based communication in the way presented so if time and behaviour is part of this aesthetic it should be drawn out in the communication of the project like even the panels like it would be nice to see some kind of sequence you know or see these aesthetic transitions like we’re like to do more or kind of how lighting and movement operate together, what’s engagement with maybe the communication between the cells or the touch of a person like other things that could be a play here softness sure kind of roughness and all these types of things. I think there’s a lot of subtlety in the individual unit this kind of soft snowflake you feel, but when you get many of them together that’s not communicated like you see, we just see kind of mass them serve I think it is there but it’s it just needs to be teased out more and extent exaggerated and then we can start to understand it as also aesthetic. Patrik Schumacher : I think it’s very important to not even think to not catch the direct the very very close tight tying up this with performance, so if you look at what i was talking the runner the fastest runner is the most beautiful, but when we look at the run we just appreciating we love this way of running, and we should only love the way of running which is faster than if you got the tennis the way this is shifting and now you have a double handle and the topspin, the moves look very different. 293


Patrik Schumacher : What else should I do? You should be pleased that works for you what’s vital to you. Robert Stuart-Smith : I mean this is that a very old argument and I think it’s lost the sentiment of validity because it’s a completely subjective interpretation of what function is. And I think…. Patrik Schumacher : Not forget Usain Volt is faster than you and better learn to love the way his limps move. Robert Stuart-Smith : But what I mean is he even the runner is a completely artificial it’s no longer a completely one hundred percent biological runner. Right? Like it’s filled with drugs soon to be genetically engineered and runner is becoming more of a monster every Olympics and there’s so I think the idea of function and form is kind of completely subverted in our contemporary age. Phillippe Morel : I will stop thinking that I’m the only none functionalized guy here. I really believe that under the contrary in the history of human kind actually from never full of function. At least in the history of human can which start to become conceptual and not biological from the renaissance until today. I mean before the renaissance we only evolved according to let’s say the basic Dawin’s roles of evolution but now that we have on future into our end. Whatever we like it or not, we became conceptual guys. In a sense, and this is true especially in the 20th century we have a problem that the function follows the forms. I mean old history of computer is a demonstration of that. I mean the function of the Turing machine came much after the form of thinking the formalism of the Turing machine which was developed by Turing. But I mean based on some previous achievements by George bulling, And Piano, some others. Patrik Schumacher : It’s matter of sequence…. Phillippe Morel : But in a sense what I mean is that in this project, I perfectly agree with the debate but we really have to consider that there is now it’s a definite of victory of the concept over anything else. and in fact I disagree even if in a sense , I dance because I’m a bit of romantic guy like you, I tend to keep believing in this aesthetic value which are 294

associated with the functionalities. But ultimately this is not the way the world is performing. Ariane Koek : I’ll do very quick one which is I think that’s into play between form and function. And there’s a dynamism between them backwards and forwards it’s not you know it’s not straightforward subject. and I do you really think that this one has got lots of possibilities of as you say creating new aesthetic which is based on the sensory coming out of that into play as well which could be exploded more. But it’s beautiful, beautiful project. I mean I find aesthetic ally beautiful side. I do quibble with that I do think it does have a very strong aesthetic. But sensory could be played much more in it. Tom Wiscombe : So if I’m looking at this model at there, that was discarded for some reason I don’t know I’m not sure why just not …off topic. Theodore Spyropoulos : part of the research Tom Wiscombe : I just want talk about that for a minute because it’s standing here. So I would say there is an aesthetic category here. Patrick, that isn’t either American formal or this total fusion of function and aesthetic going on this thing and I would say that category could be related to the thread in architecture through the hallways of the 20th century antenna which includes the word ambiguity. I would argue for that is a legitimate aesthetic category and then it has power and that there are things in there that one cannot although it does, in fact, have columns and things like that I can understand if I just isolate one of these things you can’t explain everything there in terms of what it’s doing. Somethings are just there and the reason why I find this is very powerful this model is that it is creating all kinds of unable to unpack and consume these things because I don’t understand its point of origin because they are so many. I don’t understand and I can partially understand it as stacked bricks, and I can partially understand it as an Ottoman architecture, I can understand it as a surface that is sometimes breaking down into differentiated stones and sometimes flatness there are so many different ways I can go out this that I find my eyes continuously going back to that and I would compare to that some of the renders where Mies sitting in the room with something that can be decomposed back into its individual bricks which I find it less successful and it does not, it is not


as surprising or as enthralling as this thing that I am looking at right there. David Quayola : I think to brought up the conversation between form and function, I think there is a different kind of agent here because there is a system there is almost kind of independent so I think it is not ask controlling the system to make it more aesthetically pleasing. I think it is having an exchange with the system to learn from it almost in a collaborative way to develop new aesthetics that we cannot even think of today, just by this collaboration that they have here. Patrik Schumacher : I think the important thing inside here for everybody to grasp is that aesthetic categories and the aesthetic pleasing isn’t element in the discuss which is absolutely necessary but it is not the end point we can’t just arrest that aesthetic pleasing. To me, that would be total passion just like investment. If you do not invest that you are liking, appeal, drawn to, what is vital for you and the ambiguity is something which has instrumental values. Why we started to be interested in ambiguity, multiple readings, the all form, the informer, the formless, and the amorphous? It is because suggestiveness and project proposes to Eames. Eames is great. So we have the Eames, there are very determinant that this is a dining chair, there is the TV watching chair with the Ottoman in front, this is a desk and that is the world of modernism and then when we came in the late sixties, early seventies with the soft escapes, there we had ambiguity and flexibility and it suggests, this is beautiful because it suggests variability, multiple-uses, self-organisation, self-finding, self-directedness, indeterminacy and this is what society requires a new level of its less

robotic and fodders and mechanical. It is more pliant fluid and that is what we treasure. And we sense it, we see it, we invest it, we loved it but there is a performative, social performative reason why we appreciation for reflect. Otherwise we should not love it because ambiguity in a certain social situation must be stressful and dysfunctional at a curtain point of time. There is also you have to think about that these functionalities particularly, not the technical, sorry. The technical also the new material was coming, that these social issues and migrating and shifting and demanding different things for us to like and then we need aesthetic revolutions and the revolutionaries are those who would say ambiguity which was a negative now becomes a kind of positive and that is what we sense, that is, I think the proper way to integrate performance and formalism, into that you can defend because I like it cannot defended, everybody knows it, that is why I was saying make aesthetic all together. Because we have not followed it through, it becomes availability. Theodore Spyropoulos : Just to finish this offer because we actually have to move on.. But I am sure the conversations are gonna continued. There is another one, one of from my studio which I am sure you guys are fun blasting which is gonna be great. But just clarifying one thing, a lot of the orthodoxy of how the system is being discussed at the moment is trying to be completed decimated by this kind of work. Because to be honest with you, aesthetic value of what we want or how much it should be is put into question. A system has its own agency that can deliver curiosity, well it can actually deliver both. If I wanna be more Ventury, maybe the system is going to learn that over that time and it is gonna be more formal. If it is going to be more continuous, maybe

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these features are evolve all the time. Maybe the beauty of a system potentially conceptually as a project is that it does not have form but it gives form to space, it gives communication and it learns from. The activities that are happened as by-product of that. And if we all moving in a moment where we saying okay machines are gonna learn, of course not the mechanical world and of course we have to work mechanical features as a proof of concept. But the concept of itself continuously radically transforming or potentially because of our life styles staying exactly the same. It’s really symptomatic of the kind of contemporary paradox which is we think we know what we want we do all the same things because somehow we are not really enable to actually explore at the tasks and if we had these things as an instrument, the things that we actually deliver from it or ask of it is potentially could be open question. We wanted to be an open question. Without…

Phillippe Morel : I am taking over.

Theodore Spyropoulos : Habit, human. The human aspect will make that something that is going to be not as open as we would anticipate.

Brett Steele : Theo, you are winding them up.

Phillippe Morel : I totally agree with that. I mean it is all about universality of computation. It is a fact that ultimately there is no form for the simple reason that the computation is universal that compute everything and form is nothing else, in terms of results, certain types of computation oppose to another kind of computation.. nothing else. But in a sense, would you Patrik that is this computationally aesthetics coming afterwards parametric aesthetics. Theodore Spyropoulos : But you are going back into the parametric conversation and I think Tom..

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Theodore Spyropoulos : Yes, you guys are all taking over. I am glad. But while you guys are taking over, and the next generation is basically undermining the foundation of your certainty. I am going to say this, I think this idea of ambiguity is interesting but when you talk about it as a systemic point of view, if you separate the human from these things, it is a mistake. The system is the interplay between these things. That is why I think an ambiguous aspect actually happens. Because I think it is that strange reading, multiple re-reading, the curiosity or boredom all of other things which is not computable fully. Because you assume that the systems are, probably… because you are such a math dude..(audiencelaugh).. And you want to believe that the world is calculable and in many many many many many things.. You are right.

Theodore Spyropoulos : ..(audience-laugh).. I am winding them up because… Brett Steele: We were supposed to be winded up and now try to wind this people up. I think, um, another side of the jury always ask questions of the people responsible for the work, but I can try that for a minute. The question I would have and it looked at work is at a level in which it does provoke these kinds of speculation or commentary or reassertion of the oldest debates one can possibly, possibly put back in this room form and function, you know, it’s working at a level in which those kind of debates re-animated literally and it’s interesting it’s estimate what you’ve done. The question I would have and I really struck


sitting where I am looking at this is, why would we in a project right furniture larger than houses. I love your case study house because you reduce 22 of the most elegant monumental building the 20th century thumbnail icons. And calling them analysis conversely you render furniture which everybody knows three dimensionally as a 2d graphic. One of your techniques that I think is hugely important to explain your expertise is you have an understanding of scale that is different than the way most architects think. That to me open to the door to the only question all asked which is how big is your brick and why? Because as long as our species have been making those architectural elements, they have had a size that pretty much just relates to the sides of that human hand that stacking them to make architecture. The interesting thing with your bricks of course they are integrating not just different materials but electricity and energy in a way in which the question of scale really needs to be brought to bear on these different kind of tasks because of course of the consequences of, what it means, to take something which might be the scale of the molecule as the base element to something that looks like the tap the size of an Eames chair. And it seems like over the course of the year you really worked on that I would think that is the thing to do now really bear down on did you wrap it all together at this point argue you are doing this work at the moment in which all technologies presume a form of miniaturisation because these are three dimensional element every time I double one leg, it is a cubic expansion of the volume and so a cubic expansion of the force required to tip them. So every time I can cut in half I massively reduce the amount of energy required for your bricks to work. It is hard not to see these things wanting to end up at the size of grains of sand or something you know the sort of science fiction movies we’ve already read where that’s apparently we are all gonna be going to do. That of course introduces levels of formal functional complexity that goes so far beyond this sort of familiar furniture scale size that it will just be really interesting thing. I think for you giving the your dazzling sort of expertise of working at several different scale to now make the claim we can no longer use the Masons hand to figure out how big the brick needs to be that there are some other set of constraints in your universe that might actually start to discipline in a way in which the commentary that a bunch of critics like us can offer our dimension of discussion because in a way that kind of cultural commentary is a part of a

room like this but that’s not what you’ve been trying to answer clearly for the last 16 months. Seems like you just try to figure out how to make your bricks stacked and talk together and do all the work you want them to do. Student : Yeah, the thing is, I think this is my favourite part in this project is that we actually developing a system and that brings you a certain boundaries and freedom. and this question with a scale is the most controversial away because as far as we creating a system for certain reasons before you get into the environment with that, we call it like houses and environment right, so we are not defining the scale itself because it does not make sense, it just a resolution of something that’s not adopted into anything in this world is just assistant segregate but when you get into the environment and you started to adapt to that thing then you define your scale but then there is another question as far as we are creating a system which does not adopt to one thing, precisely actually this Eames house is just an example right, and Eames house is different from my granny’s house. And I don’t need like if an Eames house is perfectly fit in 20 to 20 to 20 which I think it is perfect for the Eames house but my granny’s house is huge. And that is a perfect idea of the system that you are developing that each time your system going to adopt to a new environment is going to have a certain scale in a new environment but at the same time, we do have limitations we are not going to atom level but we think that the optimised size is from 15 cm to 50 cm that the range that we would like to work in.

13. JAN. 2017.

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BIBLIOGRAPHY

1. Sean B. Carroll., ‘Endless Forms Most Beautiful: The New Science of Evo Devo’ 2. Theodore Spyropoulos, John Frazer, Patrik Schumacher., ‘Adaptive Ecologies: Correlated Systems of Living Hardcover’, 2013. 3. Game Set And Match II: The Architecture Co-laboratory on Computer Games, Advanced Geometries, and Digital Technologies , 2006. 4. Stephen Spyropoulos,Theodore Spyropoulos., ‘Enabling: The Work of Minimaforms Paperback’, 2010. 5. Frazer J.H., ‘An Evolutionary architecture’, Architectural Association, London 1995. 6. John Entenza “Announcement: The Case Study House Program., 1945. 7. Chandler Casey Reas., ‘Form+Code in Design, Art, and Architecture’ (Design Briefs) Paperback – 15 Sep 2010

ARTICLES 1. Reeser, Amanda and Lawrence and Ashley Schafer. “Re:Programming” Praxis 08 (2006): 4-5 2. Stan Allen,. “Field Conditions in Points + Lines”, 1985 3. Document “NATIONAL HISTORIC LANDMARK NOMINATION” OMB No. 1024-0018 EAMES HOUSE (United States Department of the Interior, National Park Service)

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