Final AIR Journal Samuel Brak 542519

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AIR

SAMUEL BRAK 2013 - GWYLL & ANGELA



CONTENTS

INTRODUCTION PAGE 02 PART A EOI 1 CASE FOR INNOVATION PAGE 03 A1 ARCHITECTURE AS A DISCOURSE PAGE 04 A2 COMPUTATIONAL ARCHITECTURE PAGE 09 A3 PARAMETRIC MODELLING PAGE 12 A4 ALGORITHMIC EXPLORATIONS PAGE 17 A5 CASE CONCLUSION PAGE 20 A6 LEARNING OUTCOMES PAGE 21 PART B EOI 2 DESIGN APPROACH PAGE 23 B1 DESIGN FOCUS PAGE 24 B2 CASE STUDY 1 PAGE 29 B3 CASE STUDY 2 PAGE 33 B4 TECHNIQUE DEVELOPMENT PAGE 37 B5 TECHNIQUE PROTOTYPES PAGE 41 B6 TECHNIQUE PROPOSAL PAGE 46 B7 ALGORITHMIC SKETCHES PAGE 51 B8 LEARNING OBJECTIVES & OUTCOMES PAGE 53 PART C PROJECT PROPOSAL PAGE 55 C1 CAGE STRUCTURE PAGE 56 C2 ARDUINO EXPLORATIONS PAGE 73 C3 WEBSITE PAGE 75 C4 PROJECT PROPOSITION PAGE 79 C5 ALGORITHMIC SKETCHES PAGE 81 C6 LEARNING OUTCOMES & OBJECTIVES PAGE 83


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Fig. 2

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INTRODUCTION

Hi! My name is Samuel Brak - but I prefer Sam. I am currently in my third year at Melbourne University studying a Bachelor of Environments; majoring in Architecture. I have completed three architecture design studios at Melbourne previous to Studio: Air and I am also undertaking Landscape Studio 1 this semester. I have always been interested in computer aided design since high school, where I learned most of the basics to the Adobe software suite.

However, my introduction to a more direct response to architectural design through software came in first year, when I undertook Virtual Environments. Here I learnt the fundamentals of Rhino amongst other 3D modelling tools, like Google SketchUp. I am excited to be entering the realm of computational design in this studio and seeing how I can harness its power to further my knowledge of contemporary design tools.

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PART A EOI 1 CASE FOR INNOVATION

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A1 ARCHITECTURE AS A DISCOURSE

This section will examine how architectural practice can contribute influential ideas to the ongoing disciplinary discourse and culture at large. As a way of illustrating this I will analyze two projects that I believe contributed innovative and original ideas to the ongoing architectural dialogue. The first is Site of Reversible Destiny (1995) by Arakawa & Gins, and the second is Blobwall Pavilion (2005) by Greg Lynn FORM.

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SITE OF REVERSIBLE DESTINY - YORO PARK ARAKAWA AND GINS 1995

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“Arakawa and Gins have not been particularly interested in innovating architecture, but in approaching architecture as a way to innovate, or change the world”.1

Arakawa and Gins’ Site of Reversible Destiny introduces itself to the visitor as a meticulously designed arrangement of rolling planes, fluctuating colours, and puzzling spaces, ergo providing a place of deliberate investigation. The project extends the scope of involvement, challenging all of the exploratory motions, sensory states and conceptual limitations at work within a built environment. A&G assert that “juggling, jumbling, and reshuffling the body with its fund of landing sites introduces a person to the process that constitutes being a person.” 1

Arakawa and Gins position architecture in account of altering the body, which hits a conflicting chord in a profession where innovation often protects glorification. The Site of Reversible Destiny presents an approach to interpreting architectural innovation as a persistent condition by intrinsically including the built environment in the ambition to continually reorganise how we unite, separate and divide the world. In brief, here Arakawa and Gins are illustrating how the built environment can play a vital role in pioneering change.2

1. <http://onlinelibrary.wiley.com/doi/10.1002/ad.1528/pdf>. 2. <http://www.reversibledestiny.org/>

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BLOBWALL PAVILION GREG LYNN FORM 2005

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“I wanted to think about how to reinvent the brick in my own way”.3

One of the most distinct characters of the digital experimentation sensation is Greg Lynn, of Greg Lynn FORM. A virtual entrepreneur of digital communication, Lynn, a designer recognised for his egress from architectural standards, was one of the first to explore a convergence of technology and craftsmanship.3 One of his latest projects, the Blobwall, certainly reflects his notoriety, but also demonstrates his knowledge of digital development and execution along with his focus on a eternal component of architecture - the brick. The project is an innovative reinterpretation of the brick into a lightweight body constructed of colourful plastic, and redefined into modular components.4

Blobwall Pavilion is an independent, interior/ exterior wall arrangement built from a lowdensity, recyclable, impact-resistant polymer. The blob entity, or ‘brick,’ is a machine cut mass-produced hollow tri-node shape produced through rotational molding, which is then erected with interlinking exactness to form the wall. Greg Lynn’s studio projects have traversed the line between art, design and architecture for quite a while. The Blobwall may indeed pass over the line to question the fundamental constituents of architecture.5

3. <http://www.narrativela.com/files/formlynn07.pdf>. 4. <http://onlinelibrary.wiley.com/doi/10.1002/ad.1523/pdf>. 5. <http://www.sciarc.edu/exhibition.php?id=1222>.

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A2 COMPUTATIONAL ARCHITECTURE

“The dominant mode of utilizing computers in architecture today is that of computerization; entities or processes that are already conceptualized in the designer's mind are entered, manipulated, or stored on a computer system. In contrast, computation or computing, as a computer-based design tool is generally limited. The problem with this situation is that designers do not take advantage of the computational power of the computer.� 6 Computation has a pronounced effect on both the understanding and execution of architectural form, space and structure. It alters the way one views form, the way in which form is directed, and the way in which form is created.

6. <http://books.google.com.au/books?id=Ib4yEJErR5EC&printsec=frontcover&source=gbs_atb#v=onepage&q&f=false>

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Fig. 7

Computational technologies are shifting architectural practice in ways that were near impossible to predict only twenty years ago. In the conceptual domain, computational, digital architecture of topological, non-Euclidean geometric space, kinetic and dynamic systems, and genetic algorithms, are taking over technological architecture. Digitally-guided design processes, identified by progressive, unlimited and unpredictable but rational transformations of three-dimensional forms, are stimulating the emergence of new architectural capabilities. The generative and innovative promise of digital media, along with current manufacturing developments in automotive, aerospace and shipbuilding industries, is expanding the horizons of architectural design.7

Within the last ten years progress in computeraided design and computer-aided manufacturing technologies have initiated a major impact on building design and construction methods. They expanded new possibilities by permitting production and construction of highly complex forms that were previously quite challenging and costly to design, manufacture and assemble using established construction technologies. A contemporary digital perpetuity, a direct connection from design through to construction, is ascertained by means of computational technologies. The results will be extensive, as new digitally-motivated processes of design, manufacture and construction are progressively questioning the traditional relationship between architecture and its means of production.7

7. <http://books.google.com.au/books?id=cJMz6Us9woUC&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false>

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Fig. 8

Computational design embodies both a tremendous advantage and a marked challenge to architecture. Generally, the challenge is assumed to be purely of a technical kind, as computational design necessitates procuring scripting and programming knowledge that is ordinarily not contained in the profession’s repertoire and education. Ultimately, after completing many readings on computational design, I have realised that the principal challenge is not in becoming proficient at computational design tactics, but rather in cultivating a manner of computational design thinking.8

To further the computational design manner of thinking, the role of the designer must be considered. Computation does not function with exact delineation of form or resolution. Ergo, the designer is deemed as the composer of the rules as inherent definitions of the progression of form. This is not a superficial subject, nor is it precisely an abstract theoretical one. It is the selection of objective rules concerning material, and criteria for the involvement of architecture with its contextual scheme.8

8. <http://books.google.com.au/books?id=Ib4yEJErR5EC&printsec=frontcover&source=gbs_atb#v=onepage&q&f=false>

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A3 PARAMETRIC MODELLING

Parametric design software allows the architect to interpret a design as one vast database undertaking where design process choices are presented as narratives nested in the portrayal of the design at any given interval of its evolution. Choices can be revisited and reworked appropriately, thus potentially assigning methods of deletion and reconstruction to acts of desperation. Having explored parametric design software (Rhino + Grasshopper) for the last month or so, it is not only the efficiency improvements that intrigue me - but also the opportunities to investigate (in real time) at both a general or formal design level.9

9. <http://books.google.com.au/books?id=cJMz6Us9woUC&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false>

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BMW WELT COOP HIMMELB(L)AU 2007

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“...to create a spatial, ideal, and identity-forming architectural ensemble”.10

The main Hall of the BMW Welt (see below) facilitates a prime example of how parametric design can be employed in response to a structure’s contextual and climactic environment. The interaction of natural and artificial light with atmospheric climate and acoustics effect one’s feeling of comfort in the Hall. The idea for the mechanical building systems adopts these interrelations and incorporates them in a unified way, altering their scope of impact by changing their dimensions or integrating suitable control systems. The system’s low energy use is obtained by downsizing the mechanical equipment required for heating, ventilation and cooling. The vast Hall is therefore appreciated as a solar-heated, naturally ventilated sub-climatic space.10

A natural air source is produced by thermal flows, wind force and turbulences when air concentrates along the facade and roof. Air input and output occurs via automatically regulated vents. The ‘natural aeration’ scheme supplies ample fresh air to the Hall. A parametric simulation of thermal torrents and air flows was carried out to examine the dispersion of exhaust fumes from vehicles tested on the Premiere level. Iterative computations were thus conducted to optimize the organisation of air input and output vents for natural air interchange in such a manner that it was attainable to stay below the allowable threshold level of roughly ten percent.11

10. <http://www.coop-himmelblau.at/architecture/projects/bmw-welt>. 11. <http://www.archdaily.com/29664/bmw-welt-coop-himmelblau/>

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AORTIC ARC @ CCA VISIBLE RESEARCH OFFICE 2009

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“Collaborating closely with the designers, the engineers employed non-linear analysis tools and parametric BIM technology to model and predict the final minimal energy form of the piece...�.12

This project exemplifies how the use of modern computational tools can enhance a public space with minimal cost and maximum sustainable potential. The new installation for a student lounge at the California College of the Arts is suspended within a two storey space and performs as a light scope, spatial definer, and viewing portal. The light surface fabric is composed of 546 unique high-density polyethylene (HDPE) panels connected to one another by over four thousand pop rivets. The installation's title originates from its similarity in shape to a section of the human heart and due to it vaulting atop an existing structural girder. The surface is hanging from three uppermost stainless steel rings which are held and hold one another in equilibrium. A single wide parabolic hoop operates as underneath support.12

The project involved many different technical and artistic issues that could not be handled in a straightforward manner. Cooperating intently with the designers, the engineers worked with non-linear analysis tools and parametric building information modelling (BIM) software to mold and foresee the finished minimal energy form of the installation which, fundamentally, functions as a composite cable-net and membrane structure. A panel-based arrangement was realised using Generative Components and a custom Rhino script that captured the unrefined data and translated it into a drawing file for a computer numerical control (CNC) milling machine that produced all the pieces. HDPE plastic was chosen for the panels because of its inexpensiveness, strength against solar deterioration, recyclability, minimal embodied energy, and high tensile efficiency.12

12. <http://www.visibleresearch.com/Projects/Project-AorticArc/index.html>.

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A4 ALGORITHMIC EXPLORATIONS

“Parametric design and its requisite modes of thought may well extend the intellectual scope of design by explicitly representing concepts that are usually treated intuitively. Being able to explain ideas explicitly is a part of at least some real understanding. Defining relationships is a complex act of thinking. It involves strategies and skills, some new to designers and some familiar.� 13 For me, intuitively defining these relationships was a new concept to grasp. However, after undergoing some initial algorithmic tests, as seen in the following section, I began to scratch the surface of computational thinking in Grasshopper.

13. <http://cw.routledge.com/textbooks/9780415779876/parametric.asp>

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Fig. 13

My first algorithmic design exercise was to create five different lofted vases in Rhino using the Grasshopper plug-in. I had previously learned about lofting in Virtual Environments, but that was a completely manual undertaking employing only Rhino commands. I am not implying that the manual way is wrong, rather that Grasshopper can achieve the same results much more efficiently, while allowing the designer to oversee and control every aspect of the design process, at any stage.

Despite the simplicity of this exercise, one crucial advantage of Grasshopper became apparent to me: the ability to alter your design in real-time and thus seeing all the implications of this alteration propagate down through the algorithmic process to either instigate small modifications, or perhaps completely transform your design.

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Fig. 14

This exercise focused on creating three dissimilar Grasshopper definitions that would turn a list of points into curves, those curves into a surface, that surface back to curves, and finally those curves back to points. Put simply, the crux of the task was to engineer and then reverse engineer a set of definitions as a means to show us that there is no simple or correct way to achieve a design finality.

In a way, the task demonstrated that you can never really have a final goal in computational design. The end result is not a appreciation of thus, but rather an understanding and acceptance of choices conglomerating into one efficient whole. I, to some extent, view this process as ‘architecting’ architecture.

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A5 CASE CONCLUSION

Architecture includes tangible and intangible aspects, which makes the hunt for ‘good’ architecture a continual issue. Designing and completing buildings that answer to, instead of contend with, environmental systems, that are compassionate, timely and simple and safe to construct and utilise, is the key. Harmonising the universal with the physical and employing innovative conceptual thought towards physical creation through the use of new computational technologies is the future of architecture.

If architecture is connected with creating society, it has to embrace the future of new and innovative materials, components and the computational technologies that employ them to their maximum potential. These new architectural technologies applied to abstract ideas and concepts help to realise the future built fabric in which society operates. Wyndham City now has to take the exciting opportunity to seize promising new technologies in order to show that it believes in harnessing sustainable societal change.

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A6 LEARNING OUTCOMES

I have always been interested in employing computer software to aid in designing most of my previous studio projects at Melbourne University. However, after numerous readings, class discussions and the completion of Part A, I realised there are essentially two ways for looking at how computers are integrated into the design process. To comprehend these two ways of thinking I needed to understand the difference between computation and computerisation. Essentially, I interpreted this as procedures which either derive results from data, or simply compile supplied data.

This key opposition is always alive in the numerous ways in which the computer has been conjoined with architectural design. Basically, difference lies in the attitude towards design, instead of acquiring certain skills or knowledge. A computerised, or computer-aided attitude, concludes an explicit object-based method for encasing data. Adversely, a computational attitude allows particular data to be attained from primary exploration. It is this new mode of exploration that I am very excited to put into action on the upcoming Wyndham City Gateway Project.

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FIGURES

Fig. 1. Me Fig. 2. My Virtual Environments paper fabricated lantern project Fig. 3. Site of Reversible Destiny <http://college.holycross.edu/interfaces/vol21-22_images/Kawamoto/ yoro.jpg> Fig. 4. Site of Reversible Destiny <http://thefunambulistdotnet.files.wordpress.com/2011/11/yoro-park-bytrane-devore.jpg> Fig. 5. Blobwall Pavilion <http://mocoloco.com/upload/2008/05/blobwall/blobwall2.jpg> Fig. 6. Blobwall Pavilion <http://c1038.r38.cf3.rackcdn.com/group1/building2754/media/media_3.jpg> Fig. 7. ICD/ITKE Research Pavilion (2012) <http://icd.uni-stuttgart.de/icd-imagedb/ICD_ITKE_ Pavilion_2012.jpg> Fig. 8. ICD/ITKE Research Pavilion (2012) <http://icd.uni-stuttgart.de/icd-imagedb/ICD_FP_12_03_ DryRun_01_640_title.jpg> Fig. 9. BMW Welt <http://2.bp.blogspot.com/-EC1Z5_gnSX0/UOreNYup7yI/ AAAAAAAAAtw/5uhhsTmxzDs/s1600/BMW-Welt-3.jpg> Fig. 10. BMW Welt <http://1.bp.blogspot.com/-ADvn343vUIE/USnuPCFPeSI/AAAAAAAACI4/ StrykhR0XTg/s320/BMW-WELT_5_Jitter_Split-List_Small.gif> Fig. 11. Aortic Arc @ CCA <http://www.evolo.us/wp-content/uploads/2011/06/aortic-arc-7.jpg> Fig. 12. Aortic Arc @ CCA <http://www.evolo.us/wp-content/uploads/2011/06/aortic-arc-6.jpg> Fig. 13. Lofted vase algorithmic exercise Fig. 14. Point/curve conversion algorithmic exercise Page 01 full bleed. My Studio: Water boathouse design Page 03 full bleed. <http://1.bp.blogspot.com/-c3fg7ij_zMQ/T-IBwOmLYYI/AAAAAAAADrw/ RarOWzvzmmw/s1600/Picture+1.png> Page 05 full bleed. <http://mallorea.student.utwente.nl/~jorg/Photos/Japan/Post39/Yourou/ IMG_3513_4_5_tm.jpg> Page 07 full bleed. <http://blobwallpavillion.files.wordpress.com/2008/06/img_1575.jpg> Page 13 full bleed. <http://www.bmwcoop.com/2010/04/26/bmw-still-second-place-for-sales-in-the-u-s/> Page 15 full bleed. <http://www.core.form-ula.com/wp-content/uploads/2009/02/heart_render_1_big500x500.jpg>

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PART B EOI 2 DESIGN APPROACH

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B1 DESIGN FOCUS

Wyndham City is fronted by an environmentallyfriendly council that recognises the value of its surrounding agricultural and coastal landscapes. The council does not shy away from contemporary issues of sustainable urban living, and aims to embrace new technologies that can improve the longevity and wellbeing of its residents, natural resources, and ecological diversity. Accordingly, a biomimetic approach to new development will allow Wyndham to fulfil its eco-friendly principles, while also demonstrating to the wider Melbourne metropolitan area, that as a city, it approves of cultural and technological innovation.14

When biomimicry is applied to design, one is able to produce complex forms inspired by nature’s intricacy, which bring a newfound level of efficiency and sustainability into play by ultimately integrating form, function, and structure into a coherent whole. Furthermore, biomimetic design is not only eye-catching but also inspires viewers to rethink their current notions towards living in a modern, ever-changing city and society. The innovative evolution of Wyndham City relies on positive movement towards change, thus the dynamic nature of biomimicry in design serves as a excellent platform to achieve this.14

14. <http://books.google.com.au/books?id=mDHKVQyJ94gC&dq=biomimicry+in+architecture&source=gbs_navlinks_s>

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Fig. 15

YEOSU OCEANIC PAVILION TOM WISCOMBE DESIGN 2010

The Yeosu Oceanic Pavilion (2010) by Tom Wiscombe Design was proposed to be the highlight of the Yeosu 2010 Expo, a space which honours the ocean as a living organism and the coexistence of human culture and ocean ecosystems. The pavilion itself and its surroundings enter into a feedback loop. The role of the architect is extended to involve the active reorganisation of matters and energies around and underneath the structure, where the species selects its environment as much as the environment selects its species.15

15. <http://www.tomwiscombe.com/project_15.html>

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The building is based on an aggregation of soft membrane bubbles merged together with a hard monocoque shell. The two systems are characterised by patterns of surface articulation which are specific to their materiality. Deep pleats and mega-armatures that create structural stiffness are generally associated with the fibre-composite shell, while fine, double-pleated Air-beams spread over and stabilise the vaulted ETFE membranes. Micro-armatures transgress thresholds between shell and membrane, creating structural and ornamental continuity between systems.15


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MONOCOQUE 2 NERI OXMAN 2007

Monocoque 2 (2007) by Neri Oxman. French for “single shell,” Monocoque stands for a construction technique that supports structural load using an object’s external skin. Contrary to the traditional design of building skins that distinguish between internal structural frameworks and non-bearing skin elements, this approach promotes heterogeneity and differentiation of material properties. The project demonstrates the notion of a structural skin using a Voronoi pattern, the density of which corresponds to loading conditions.16

The distribution of shear-stress lines and surface pressure is embodied in the allocation and relative thickness of the vein-like elements built into the skin. Its innovative 3D printing technology provides for the ability to print parts and assemblies made of multiple materials within a single build, as well as to create composite materials that present preset combinations of mechanical properties. Oxman’s creations demonstrate the powerful combination of 3D printing and new design algorithms inspired from nature.17

16. <http://web.media.mit.edu/~neri/site/projects/monocoque2/monocoque2.html>. 17. <http://singularityhub.com/2012/06/04/3d-printing-is-the-future-of-manufacturing-and-nerioxman-shows-how-beautiful-it-can-be/>

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Fig. 17

HYLOZOIC SOIL PHILIP BEESLEY 2007

Philip Beesley’s Hylozoic Soil (2007) is a prime example of interactive and responsive architecture: a theme we want to explore in our design approach. It employs a scattered sensor system handled by a myriad of microprocessors, producing surges of responsive reactions to those who enter its extensive arrangement of acrylic fern-like members. Various levels of programmed actions stimulate the development of synchronized spatial behaviour: thirty-eight controller boards generate particular responses to

18. <http://www.philipbeesleyarchitect.com/sculptures/0848VIDA/>

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local motion, while a bus controller utilizes sensor activity gathered from all the boards to direct a further “universal” level of behaviour.18 The growths hence exhibit an eerie, respiring “organicity,” as it animates to engulf and enchant its human adventurers. Beesley’s Hylozoic Soil exists as a wondrously affecting contemporary representation of our capacity for empathy and the creative manifestation of living structures.18


Fig. 18

THEATRE OF LOST SPECIES FUTURE CITIES LAB 2013

The Theater of Lost Species (2013) is another project employing interactive and responsive design. It is an entity for communal commemoration and lamentation, an impetus for conversation, philosophical discussion and ecological involvement. It is a tool for both examining and connecting with an assortment of extinct sea creatures. The project is influenced by various works such as Traveling Menageries, Chinese Lanterns, portable Camera Obscura devices from the 1800’s and Time Capsules from the 1950-60’s. The project attempts to respond to the question: “Can you feel the loss of something you never knew in the first place?”.19

19. <http://www.future-cities-lab.net/theater-of-lost-species/>

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The extended viewing cones centre on digital screens that are gateways to a virtual marine world. Within the marine exhibit, digital sea critters school around the viewing cones, reacting to the delicate movement of viewers. At night the theater will glimmer and oscillate as the shoals gently maneuver within the virtual marine world. Future Cities Lab will produce a custom physical-digital interface using the Processing programming language (coupling Arduino microcontrollers, Infrared Sensors and LEDs) letting viewers actively interact with the virtual creatures.19


B2 CASE STUDY 1

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SPANISH PAVILION, EXPO 2005 FOREIGN OFFICE ARCHITECTS 2005

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1 The hexagonal patterning as seen on Foreign Office Architects’ Spanish Pavilion (2005) provides an appropriate starting point to begin analyzing and exploring the potential of design through algorithmic generation. The Pavilion’s hexagonal tile cladding varies in colour and form as a result of a culling algorithm applied to the overall pattern. Each tile can either be completely flat or have a hollow center, while also receiving a particular colour.20 The cladding design relates to biomimicry in the sense that the varying hexagons can be seen to represent growth and change. A dynamic approach to patterning via a culling script could be applied to the Wyndham City project to exhibit notions of biomimicry. The exciting aspect to the Spanish Pavilion’s algorithmic patterning is that new additions and improvements can easily be applied to the simple geometric forms. The challenge now lies in how their algorithm can be manipulated to suite the Wyndham City Council brief. We selected the following five outcomes as we believed they were able to exhibit the greatest range of our explorations in generating patterns, and how a particular pattern can affect the overall 3D form. While experimenting with the original Grasshopper definition we were always aware of how our biomimetic theme could be manifested into a physical piece of architecture appropriate to Wyndham City.

Fig. 19

20. <http://digiitalarchfab.com/portal/wp-content/uploads/2012/01/Spanish-Pavilion. pdf>

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2

3

4

5

6

1. Alter original pattern. 2. Apply pattern to 3D surface. 3. Extrude surface pattern. 4. Cull pattern via images. 5. Larger hexagons piped offset. 6. Line-work piped and extruded.

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B3 CASE STUDY 2

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FIBROUS TOWER 2 KOKKUGIA 2008

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Fig. 20

We began by examining the Spanish Pavilion’s patterning in Case Study 1.0, however, for Case Study 2.0 we wanted to focus on explorations of structure. Kokkugia’s Fibrous Tower 2 provided the perfect outline to inform our algorithmic experiments of structure. The project itself is a continuous study into how a algorithmically generated skeletal form can act as both loadbearing structure and building skin.21 We attempted to reverse engineer Fibrous Tower 2 in order to create a definition that produced a model similar to the tower’s final form. The parametric modelling procedure started with a voronoi pattern produced between points spread over a 2D surface.

The points were culled to allow for precise control over the voronoi pattern. Curves were then fir into the voronoi cells to produce a pattern resembling cell division (as seen in Fibrous Tower 2). These fluid shapes were finally extruded and applied onto a 3D lofted surface similar in shape to Kokkugia’s design. Our selected outcomes were considered to closely resemble cell-division forms seen in Fibrous Tower 2. Some of the better examples show irregular patterning that conveys a more dynamic sense of growth and change, suitable to our biomemtic theme.

21. <http://arkinetblog.wordpress.com/2010/02/22/fibrous-tower-2-kokkugia/>

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1

2

3

1. Exploring complexity of irregular patterning. 2. Exploring complexity of irregular patterning. 3. Condensing and expanding the pattern.

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B4 TECHNIQUE DEVELOPMENT

The first part of our biomimetic theme, as seen previously, focuses on physical structure inspired by patterning and structural systems found in nature. Building on definitions created in Case Study 1.0 and 2.0 , we began producing a plethora of patterns based upon a preliminary voronoi pattern. Through uniting our previous explorations of hexagonal and cell-division patterning, we were able to generate a range of varied definitions to play with.

We have decided that the more enclosed 3D configurations are the most relevant to our design ideas and project. As for the patterning systems, the ones that we will continue to develop best exhibit biomimetic features in geometry, such as the curvilinear examples that convey the idea of a living, growing structure.

Firstly, culling methods such as Populate 2D, image sampling, and true/false were applied. A few of the produced patterns were extruded with curves to fashion patterns resembling cell-division, while others remained angular. These patterns were then applied to varying curvilinear 3D forms that were inspired by organic, biomimetic geometry. We conducted tests to see how specific patterning would be affected after being applied to different 3D forms.

The second part of our biomimetic theme focuses on the experimentation with interactive and responsive architecture. After delving into this field of design, we discovered Arduino sensor technology, and immediately wanted to work with it. This technology allowed us to combine physical sensory technology with parametric design techniques. As novice users of Arduino, some background research was required, which led us to realizing that additional hardware and software was necessary to begin integrated this technology into our project. Across the page is our Arduino setup diagram.

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SENSOR

BREADBOARD

ARDUINO BOARD ARDUINO SOFTWARE FIREFLY PLUG-IN GRASSHOPPER RHINO PAGE 38


BASIC VORONOI PATTERNING

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PHYLLOTAXIS PATTERNING

Preferred enclosed forms

Preferred enclosed forms

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B5 TECHNIQUE PROTOTYPES

The biomimetic approach to architecture does not encompass the idea of simply copying efficient forms and structures found in nature. At its core is the ecosystem; more specifically, the relationships between elements of the ecosystem, which each interlink to form a coherent, functioning system. From delving into the world of interactive and performative architecture, we discovered Arduino sensor technology and its ability to input data from the physical world, and output it as a digital model. We were extremely excited about this technology as it is very accessible and perfectly connected our two fields of biomimicry and parametric modelling. Innovative works by Philip Beesley and Future Cities Lab both employ sensing technology to transform external data into new forms.

For this phase of our project we needed to test out our newly-acquired Arduino sensors by assembling a number of functioning prototypes. We bought a knock/vibration sensor, a sound pressure sensor and a light sensor, a breadboard, and the Arduino board to complete our setup. Through the USB connection on the Arduino board, we were able to make an interface between the hardware components and the PC software. Sensor readings were then transferred into Grasshopper via the free Firefly plug-in. After data was in Grasshopper it could then be visualized in Rhino in real-time. Input data from each sensor was connected to components in Grasshopper that controlled properties of a group of spheres. The spheres would output the data via enlarging or shrinking, accelerating, or changing colour, correspondingly.

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BREADBOARD

LIGHT SENSOR LED LIGHT RESISTOR

DIGITAL USB PORT

ARDUINO BOARD

ARDUINO LIGHT SKETCH PAGE 42

ANALOG INPUTS POWER


BREADBOARD

SOUND SENSOR

DIGITAL USB PORT

ANALOG INPUTS POWER

ARDUINO BOARD

ARDUINO SOUND SKETCH PAGE 43


BREADBOARD

VIBRATION SENSOR

DIGITAL USB PORT

ARDUINO BOARD

ARDUINO VIBRATION SKETCH PAGE 44

ANALOG INPUTS POWER


Model in Rhino and Grasshopper definition used.

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B6 TECHNIQUE PROPOSAL

Our research into biomimicry, parametric modelling, and Arduino technology has concluded in this preliminary design concept. We propose to engage the immediate public (e.g. motorists) and the wider public through creating a fictional story intertwined with the City of Wyndham. The story starts with a fictional character as the protagonist. These fictional characters, titled ‘Biological Environmental Responsive Transients’ (aka B.E.R.T.s), exist ubiquitously in space. Wyndham City has been selected as a fictional testing ground where the behaviour of these organisms is observed. The B.E.R.T. organisms are normally invisible to the naked eye, however, a cage structure will be erected on the Wyndham City Gateway project site that is allegedly able to observe and record the behaviour of these organisms. This behaviour will then be transmitted to a website where it can be visually represented.

The cage structure will be a physical installation on site, nevertheless, the B.E.R.T. organisms will only be visible on the website (see following pages). The cage installation is equipped with Arduino sensors that will measure particular environmental forces, such as wind speed, sound and light concentration, or other data that is relevant to Wyndham City. The sensors will employ the same Arduino technology to transfer the input data to an off-site source that will apply computational algorithms to produce a virtual simulation of the B.E.R.T. behaviour to be visualized inside the cage on the website. This project will create dialogue encompassing parametric modelling and biomimetic design, which will generate positive publicity for Wyndham City. Furthermore, our project creates an accessible digital environment that is suitable and engaging for someone of any age.

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Fig. 21

One particular factor that will help this project generate discourse lies in its variance. For example, promoting users to perhaps bookmark the website so they can keep up to date on changes. This is dependant upon selecting factors to be measured that have a significant usefulness to visitors. Moreover, the cage installation on site must look interesting to a degree that would coerce people to search for the website. An alternate possibility is to project the website visualization of the B.E.R.T. organisms into a gallery space in Wyndham to generate additional public attention.

We trust that our accessible and whimsical take on the project will allow the public and professionals alike to see the value of parametric modelling and computational architecture as the appropriate way in which design should be progressing into the twenty-first century. B.E.R.T.s will produce a great deal of curiosity surrounding the city of Wyndham and develop appropriate discourse around the matters outlined by the Wyndham City brief.

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Flash animated renders for website.

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<http://productreview.netii.net/air/>

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B7 ALGORITHMIC SKETCHES

[1] Based on a definition that converts different geometry, I started with a list of points to create several curves. These were then turned into a surface, the surface converted back to curves, and these curves back to points. I realised there are so many different ways to do this that need further eximination. This exploration looked at the different options for creating, de-composing and extracting geometry.

[2] Outcome of a definition that drew connected lines or polylines on a surface. I tried to create a definition that could produce a wide range of different patterns in the linework. Some of the forms produced from this exercise were exploring early possibilities for different forms the cage could take.

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[1]

[2]

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B8 LEARNING OUTCOMES

The outcome to the critique on our project last week is that the concept has a great deal of potential, but specific aspects need to be additionally refined so that the project can transform from just a concept into a concrete reality. The judging panel, and ourselves, thought that our proposal for the project was appropriate to the brief as there is real technology available (like Arduino sensors) to make an idea like ours a viable option for Wyndham City. The panel also believed the idea of a website was original and viable as a source of ongoing discourse. Nevertheless, there were two definite aspects to our project that needed further development.

Firstly, the cage structure has to be redesigned so that it is more visually appealing and responds contextually with the site in some manner. Secondly, the B.E.R.T. organisms must be limited further so that they have more defined attributes that react to the different forces being measured. Indeed perhaps not just forces like wind and light should be measured, instead, factors which are more applicable to the context of Wyndham City. It is crucial that these factors will promote a continual interest from the broader public. All these suggestions will help us achieve our goal of creating discourse and dialogue surrounding Wyndham City.

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FIGURES

Fig. 15. Yeosu Oceanic Pavilion <http://payload.cargocollective.com/1/2/82454/1291196/YEO_Best_6. jpg> Fig. 16. Monocoque 2 <http://fabulouslyfabricated.files.wordpress.com/2011/03/nerioxman_monocoque03. jpg> Fig. 17. Hylozoic Soil <http://farm3.static.flickr.com/2427/3813082825_215ac3ba54_o.jpg> Fig. 18. Theatre of Lost Species <http://www.future-cities-lab.net/picture/hero-01-31_edited_low.jpg?pictur eId=17754136&asGalleryImage=true> Fig. 19. Spanish Pavilion <http://cdn.c.photoshelter.com/img-get/I00004d7Hq0Z9fTo/s/650/650/Expospain.jpg> Fig. 20. Fibrous Tower 2 <http://stat2.architizer-cdn.com/mediadata/projects/472009/rx410/a0151e06.jpg> Fig. 21. Preliminary cage design rendered using VRay Page 23 full bleed. Hylozoic Soil <http://2.bp.blogspot.com/-09GTQ_ul_JA/TZSdOk7bzqI/AAAAAAAAASc/ MDGDLisqjxU/s1600/HylozoicMONTREAL_Overall_01_cPBAI2007.jpg> Page 30 full bleed. Spanish Pavilion <http://farm1.staticflickr.com/10/13287923_2bde0f7519_o.jpg> Page 34 full bleed. Fibrous Tower 2 <http://arkinetblog.files.wordpress.com/2010/02/g.jpg?w=698>

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PART C PROJECT PROPOSAL

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C1 CAGE STRUCTURE

Fig. 22

“Field conditions are bottom-up phenomena: defined not by overarching geometrical schemas but by intricate local connections”.22

Unsatisfied with our previous cage design, we thought it necessary to evolve the cage by exploring a different biomemetic approach. This would enable the design to take new and exciting forms inspired by biomimicry, rather than simply affixing ‘natural’ patterns onto a superficial form, as shown in Part B. By exploring Field Conditions, we were able to generate a more complex cage structure that shed the uninspired patterning scheme, and instead embraced a dynamic design method aimed at transforming elements from “individuals to collectives, from objects to fields.” 22 Corresponding with the core ideas behind biomimicry and parametric design, Field Conditions create a platform for one to generate

interdependency between elements. Therefore, we believed Field Conditions were an appropriate design approach to enhance the cage structure. One project that was of particular interest and relevance to our Field Conditions strategy is Biothing’s Mesonic Fabrics (2007) [see above]. The final form of Mesonic Fabrics was produced by the Electromagnetic field, Resonating pattern and Cellular Automata algorithms. These three algorithms originate from biomemetic systems and are very effective in producing efficient skeletal structures. Biothing’s use of attractor points and forces to alter the design outcome influenced us to explore this same interaction.23

22. <http://www.dailycal.org/2012/09/16/sfmomas-field-conditions-examines-perception/>. 23. <http://www.biothing.org/?cat=10>

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C1 EXPLORATORY FIELD CONDITIONS MATRIX

CHAOS & FOCUS

REGULARITY

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SYMMETRY

INTERSECTION

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C1 CAGE STRUCTURE DESIGN PROCESS

As seen in the previous matrix, our cage design process involved examining four dissimilar facets of Field Conditions: chaos and focus, regularity, symmetry and intersection. The first, chaos and focus, investigated how a single attractor point would command all the lines into a central apex, creating a spiral or tornado-like form. However, the straightforward single-point method produced a shape lacking in complexity. Regularity explored more formal conditions to produce an enclosed nest-like form. Again, this form was lacking the dynamism we were aiming for. Symmetry examined how the use of balanced base geometry lines could create pure symmetrical forms. By intersecting the symmetry line, some interesting fanning forms were produced, yet, we believed that field conditions could still be used to greater creative effect. Lastly, intersection proved to be our most comprehensive exploration of field conditions. This involved intersecting curved base geometry lines to generate a form that exhibited emergence from the ground, divergence in strands and convergence into varied surfaces. The final cage design, we believed, effectively displayed dynamism and complexity in structure and theory.

After generating an initial pleasing form through the intersection Grasshopper field conditions, the design process continued in transforming the cage’s complexity. Five steps were taken as follows: define base geometry, generate field lines, introduce various forces, materialise/ smooth, and 3D print. Defining base geometry involved creating several intersecting curves to be the starting point of the form. Field lines were then generated from the base geometry. You can see the field attractor points affecting the form in red. As well as attractor points, spin forces were employed to influence the field lines hence creating a more structural form. To give the cage a volumetric form, each strand was materialised and smoothed using Rhino and 3D Coat design tools in preparation for physical fabrication. Lastly, our final Rhino file of the cage was sent off to Melbourne University’s Fab-Lab for scale 3D printing.

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DEFINE BASE GEOMETRY

GENERATE FIELD LINES

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INTRODUCE VARIOUS FORCES

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MATERIALISE / SMOOTH

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Emergence of strands from the landscape exhibits reaction to specific site related context.

Divergence of strands as they separate from one strand to many.

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Convergence of strands forming a surface, exhibiting interconnections between elements.










C2 ARDUINO EXPLORATIONS

In Part B we successfully administered Arduino experiments by hooking up sensors to read live data from peripheral environmental factors. The data was then processed by the Arduino board and sent to Firefly/Rhino to influence real-time changes of our model. For our initial experiments, we were able to connect each sensor to the Breadboard separately, which in turn directly altered the characteristics of a set of spheres in Rhino model space. As shown in Part B, these sensors included the light sensor, vibration/knocks sensor and the microphone sensor. The data received by the sensors altered simple spherical elements in Rhino by commanding them to shrink or enlarge in size, move faster or slower, and increase or decrease in number.

For this, Part C, we felt it appropriate to enhance our experimentation and knowledge of Arduino technology sensor. In doing so, we attempted to connect multiple sensors to the Breadboard at the same time, which would replicate a more practical arrangement of environmental sensors attached to the cage if it were to actually be built. This attempt proved successful insomuch that we were able to integrate all three sensors at once to affect components of our Rhino model. More specifically, these components were spherical elements representing B.E.R.T.s that moved along each strand of the cage in correspondence to environmental data the sensors received. To achieve this, additional, and more complex, Grasshopper, Firefly and Arduino Sketch definitions were produced.

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LIGHT SENSOR

KNOCK SENSOR

SOUND SENSOR

BREADBOARD

JUMPER CABLES

DIGITAL SOCKETS ARDUINO BOARD

USB PORT ANALOG INPUT SOCKET

POWER SOCKETS

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Fig. 23

C3 WEBSITE

Through integrating a website, our project is complimented by an additional level of interactivity. As an extension of the Arduino sensors’ ability to connect with, and react to environmental characteristics, the website facilitates the capacity for people to visually connect with data produced on site as well as a collection of other valuable external information. Initially, our Arduino sensors were simply measuring environmental forces such as light, sound and wind. Thus, we thought it necessary to integrate useful comparative data from local sources in Wyndham City with external sources in Melbourne City. By comparing data from two different cities, a wider audience range would hopefully be urged to check the website. Some sort of contest between the cities would then emerge, urging users to ‘root’ for their home city, and in doing so, generate further interest and engagement with the project.

A greater range of discourse will be produced as a result of measuring city-specific data that is useful, on a daily scale, to a vast audience. This additional data will include sources such as traffic volume, average rainfall and carbon dioxide levels. Most importantly, the website is an enjoyable and accessible means of visually representing valuable information through a quirky, yet engaging, fictional story. One such project that utilizes the same sensory technology is Future Cities Lab’s Datagrove (2012) [see above]. Datagrove employs Arduino text-to-speech units to announce live Twitter feeds to users who come into close proximity to the installation. As inspiration to our own project, we believe Datagrove exhibits key factors that make interactive and responsive architecture so intriguing to users.24 Thus, by employing the same methods of visualising abstract data, our project will appeal to a large audience in both Wyndham and Melbourne cities.

24. <http://www.future-cities-lab.net/datagrove/>

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Flash animated renders for website. Online at <http://www.online-product-reviews.com/air/>.

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C4 PROJECT PROPOSITION

From the very beginning our project was propelled by the core idea of a fictional anecdote that related to the theme of biomimicry and parametric design tools. The story centered around B.E.R.T. organisms that react to data measured by on-site sensors as well as external sources. Their activity would be visually represented onto the Wyndham cage structure in an abstract manner, to be shown on the project’s corresponding website. The project becomes complex in its bifold mode of tackling the issue of ‘innovating’ architecture, combining both a physical (cage structure) and virtual facet (Arduino sensors and website visualisation). The physical and virtual facets perform in accordance to further the pursuit of architecture that generates discourse by straying from the norm. At the core of this approach is the notion that parametric and biomemetic design will generate discourse surrounding Wyndham as well as in the broader academic sphere.

Though these terms may seem complex, we made it a point to enable those who are not technically-minded to access and enjoy the project. In today’s digital age, the website side of our project acts as the perfect means for engaging the general public, and spiking interest in Wyndham City. Moreover, the sharing tools on the website make it possible for the project to gain worldwide attention. On the contrary, not all our focus has been on the digital side of our project. Careful consideration has been put into the cage structure so that it responds to specific site conditions like topography. Its appropriate scale makes it feasible to build, yet just large enough that passing motorists will have intimate views of its intricate structure. By implementing Arduino sensor technology the cage takes a composite approach to site contextual response. Overall, B.E.R.T. is a charismatic and innovative way of generating publicity for Wyndham and architectural discourse in general.

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NE OU R LB ME TO

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C5 ALGORITHMIC SKETCHES

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Our algorithmic explorations for Part C involved experimenting with field conditions and applied forces to produce a complex cage design. The top row shows line arrangements created with the same Grasshopper definition that worked with attractor points and spin forces to influence lines based off an initial geometry curve.

The bottom row shows the same line arrangements as above but piped in preparation for physical fabrication. This was carried out in Rhino, and then the final model was transferred into 3D Coat; a software designed to additionally smoothen and voxelize the form to ready it for fabrication.

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C6 LEARNING OBJECTIVES & OUTCOMES

After our final presentation we received mostly positive feedback. However, the tutor’s main critique was not on how we generated the cage structure, but on the choice of data the B.E.R.T.s measure and how this could be practically visualised online. It is fair to say that with a more in-depth look at Arduino technology and how it can be linked in real-time to an online digital space, our project could take on a new level of practicality and realism. The tutors found that the key concept behind our work was original and refreshing, yet, the particular element of B.E.R.T. visualisation needed work as it may be confusing to comprehend what the representation is actually telling you. For example, users may perceive the visualisation as simply ambiguous moving lights, rather than valuable environmental information.

On the other hand, I suppose the fact that people are interested and engaging with the project renders whether or not they are perceiving it how you intended, redundant. Nevertheless, we believe much of the sensory and digital representation facets of our project were outside the course structure of this studio, and thus we took it upon ourselves to learn design techniques that we were not necessarily required to explore. Perhaps our design was not as fully polished as it could have been, but I am personally happy with the outcome and glad that I took the time to learn new technologies like Arduino, which are highly relevant to the current architectural scene.

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“Every building is a prototype. No two are alike.” - Helmut Jahn

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FIGURES

Fig. 22. Mesonic Fabrics <http://designspiration.net/data/l/2189873605132_Ka35Cwnu_l.jpg> Fig. 23. Datagrove <http://b.vimeocdn.com/ts/348/529/348529430_640.jpg> Page 55 full bleed. Close up render of our cage design

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