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Manifesto | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
The University of Melbourne
Architectural Transformers by
Di Wu (860315)
Tutor Dr. Natalie Chiodo Twenty-first Century Architecture ABPL90117_2021_SM2 Word Count: 1864
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Manifesto | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Forward
Site is graveyard Structure is tombstone Function is epitaph. Stasis means death Architecture is alive that can metamorphose, that can wander around the city.
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Manifesto | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Contents
Introduction
Parameter I Tectonic: Membrane skin, Kinetic Structure, and Skin and Bone System
Parameter II Mobility and Liberation
Parameter III Interactive Metamorphosis
Conclusion
Bibliograghy Figure List
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Introduction | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Introduction
Contemporary architecture has always been a static presence, with fixed form, structure, and function, once defined, are rarely likely to change. Nonetheless, we live in a rapidly changing era and the world of information. A sudden outbreak of an epidemic interrupts large-scale offline interactions around the world, while online virtual interactions grow more active and popular. Furthermore, the impact of today’s virtual reality and fragmented access to information has greatly surpassed physical reality. As a result of such a fragmented era, human experience and wants are likewise changing fast. The continuous changes in the environment have rendered architecture as a static location more obsolete. The significance of the site, the street and the environment for the architecture fades away. Therefore, it is critical that architecture escapes its context and permits fast change through metamorphoses. Externally, the building should be in motion, without a fixed form, detached from the site. Meanwhile, intrinsically, the kinetic structure and tensile skin allow fundamentally allow individuals to modify architecture in real-time using interactive technology.
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Introduction | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 1. Pivoting escalators and moveable wall panels would permit endless variation and flexibility. Cedric Price, Fun Palace, section, 1964, in Technoetic Arts a Journal of Speculative Research 3, no. 2 (2005): 75.
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Introduction | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
1. “New Mobility,” Hybrid Space Lab, published January 24, 2002. https:// hybridspacelab.net/new-mobility/. 2. Stanley Mathews, “The Fun Palace: Cedric Price’s experiment in architecture and technology,” Technoetic Arts a Journal of Speculative Research 3, no. 2 (2005): 73, doi: 10.1386/tear.3.2.73/1. 3. Wpengine. “ Walking City, from Archigram.” SEASTEADING INSTITUTE. Published March 14, 2011. https://www.seasteading.org/walking-city-archigram/. 4. Charles Jencks and Karl Kropf, Theories and Manifestoes of Contemporary Architecture. Chichester (West Sussex : Academy Editions, 1997), 109.
Since the twentieth century, many architects have seen the possibilities of giving architecture a new dynamism owing to the revolution in mechanical mobility. Architects expected to invent a new, mobile form of modern architecture.1 With Joan Littlewood and Cedric Price’s idea of the Fun Palace in the 1960s (Figure 1), the true questioning of the fixed and static nature of contemporary architecture and thinking about change started. It incorporated the emerging science of automation, cybernetics, game theory, information technology and situationism with architectural theory to create an entertainment ‘machine’.2 Then there were Ron Herron’s walking city and the Blur building, which envisage mobility and interactivity in architecture.3 The world is now connected by information and data. Only an epidemic demonstrates that static architecture is entirely incapable of adapting to major changes in the environment and demands. People connect and engage through virtual software when faced with city closures, vacant streets, and deserted public buildings and sites. The static design creates a prison that restricts interaction and communication. Rethinking of new architecture from the inside out had to be launched as soon as possible. This reawakens our desire and longing for dynamism and movement. Many architects are preoccupied with interpreting architecture as static, solid and timeless. Steven Holl, for instance, was obsessed with the idea of “Anchoring” in the 1980s: Architecture should be rooted and integrated into the context of the place.4 Staticness resulted in an overemphasis on architectural form and a response to a single site. Nonetheless, an indoor carnival created by epidemic lockdown and virtual technology swayed people’s minds and senses through leaps of thought and fragmented information. People with numb minds can no longer recognize or appreciate fixed patterns of spatial experience or fixed forms of architecture. Architecture will no longer be fixed and timeless. Try to think beyond the box and allow individuals to define and alter the space they desire.
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 2. Tectonics: Kinetic Structures. Sander Huisman, Walking strandbeest dynamics, 2016, Wolfram Community, https:// community.wolfram.com/groups/-/m/t/863933.
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Parameter I Tectonic: Membrane Skin, Kinetic Structure, and Skin and Bone System
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 3. Strandbeest by Theo Janson. Loek van der Klis, Animaris Rhinoceros, 2004, photograph, STIR Design Private Limited, https://www.stirworld.com/inspire-people-theo-jansen-on-his-passion-for-developing-strandbeests-into-ever-evolving-creatures.
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
I. Tectonic: Membrane skin, Kinetic Structure, and Skin and Bone System
5. Mathews, “The Fun Palace: Cedric Price’s experiment in architecture and technology,” 75.
A moving architecture should have a flexible structure, a light appearance, and a novel system. Architecture, on the other hand, is not a machine, and it should not be overburdened with load-bearing concrete, bricks, or timber. Architecture should have less of a cold metal exterior and harsh industrial products than Walking City, which develops huge artificial-intelligent mobile machines. Instead, there are sophisticated kinematic skeletons and drives, with thin membrane skins that wrap closely around the kinetic structures and change with them. This creates a unique dynamic interaction between structure and skin, challenging traditional architectural notions about the extremely rigorous study of form. It is not constrained by the restrictions of rational Euclidean geometry or the conventional orthogonal structural rule. In Cedric Price’s Fun Palace (Figure 1), movement architecture is defined as a skeleton structure, “a scaffolding or frame that encloses a machine of social interaction - a virtual building that combines art and technology”5. Theo Janson’s walking installation is a perfect demonstration of the possibilities of large kinetic structures for architectural metamorphosis and movement (Figure 2,3). The framework is a skeletal frame. Because frames and membranes greatly weaken the materiality of the building. The simple, efficient, and homogeneous effect allows the building to be buried inside the dynamic environment’s interaction.
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 4. Prada Transformer by OMA. OMA, Prada Transformer, 2009, photograph, OMA, https://library.unimelb.edu.au/recite/ referencing-styles/chicago-a/image/online-imageartwork.
Figure 5. The four configurations of Prada Transformer. OMA, THE FOUR CONFIGURATIONS, 2021, Prada Group, https:// www.pradagroup.com/en/perspectives/stories/sezione-progetti-speciali/prada-transformer.html.
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Parameter I | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
6. “SPECIAL PROJECTS PRADA TRANSFORMER,” Prada Group, p u b l i s h e d 2 0 2 1 , h t t p s : / / w w w. pradagroup.com/en/perspectives/ stories/sezione-progetti-speciali/prada-transformer.html.
However, the moveable structure of Fun Palace is a machine built up of separate blocks that are not attached to one other. Conversely, the kinetic structure is interconnected where the membrane is dependent on. The kinetic structure is a response, the flexible and tensile membrane is an expression. The flexibility and lightweight of the design completely liberate it, allowing it to act on its own initiative. The new system’s integrity confers biological qualities on architecture, which is one of the most significant differences between kinetic and mechanical architecture. The architecture evolved into a rapid realization process. People’s architectural ideas may be swiftly displayed in a virtual environment with the aid of virtual technology. Although not a kinetic structure, OMA’s Prada Transformer (Figure 4) used a similar system that can be rotated to form four configurations, providing four different spaces for different activities, which demonstrated the efficiency and flexibility of this system.6 Rapid metamorphosis in reality may be accomplished with the aid of kinetic structure and elastic skin under a quickly changing environment and demand, building a connection from virtual to reality. The new kinetic structure and system, and the membrane skin therefore a prerequisite for the building to move and generate interactive possibilities.
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 6. Walking Structures. Sander Huisman, Walking strandbeest dynamics, 2016, Wolfram Community, https://community. wolfram.com/groups/-/m/t/863933.
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Parameter II Mobility and Liberation
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
“We have left mobility to the transportation experts for too many decades” - Jose Castillo7
Figure 7. Walking city by Ron Herron. Ron Herron, CITTA’ INSETTOIDI DI RON HERRON, 1964, drawing, http://www.fabiofeminofantascience.org/RETROFUTURE/RETROFUTURE13.html.
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
II. Mobility and Liberation
7. Rory Stott, “Video: Why Should Architects be Concerned About Mobility?”, ArchDaily, published November 22, 2014, https://www.archdaily. com/566557/video-why-should-architects-be-concerned-about-mobility. 8. Rory Stott, “Video: Why Should Architects be Concerned About Mobility?”. 9. Wpengine. “ Walking City, from Archigram.”
Architecture should be able to stroll in both the city and the rural. The change in information and communication technologies helps us to see more of the world, and separates us from spatial limitation, allowing us to reconsider our transportation systems, society, and the built environment. Architecture tends to serve as a link between the virtual and the actual worlds through a quick reaction on simultaneous changes in the environment, circumstance, and demands. The problems of conventional means of transportation and transportation networks are also mirrored in the significant changes caused by virtualisation. The connection between infrastructure, transportation networks, and human mobility must be reconsidered.8 On the other hand, architecture should have a tendency to detach from specific sites and wander in diverse contexts. For example, Ron Herron’s walking city (Figure 7) offered resource aggregation, cultural interaction, and risk reduction through walking.9
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 8. Manifesto illustration. Di Wu, Manifesto illustration, 2021, digital painting, 297 x 210 mm.
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Parameter II | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
10. Rory Stott, “Video: Why Should Architects be Concerned About Mobility?”.
Architects who favour architectural stasis frequently aim to emphasize the link between architecture and site. However, the spread of virtual reality, instant communication technology, and other such technologies has altered the experience and undermined the link between site and design. Architecture should not be bound by its surroundings or the land on which it is built. Architecture does not belong to the site and architects should begin to pay greater attention to architecture’s mobility and flexibility in diverse environments. The movement of architecture realises the dynamic planning of the city, the optimisation and reorganisation of the relationships between site and architecture, architecture and architecture. Jose Castillo’s discourse reflected the new role of architecture for the city.10 Even though he aimed to criticise the city’s organization, the debate of mobility in the city provided the chance to detach architecture from its site. There is no need for large-scale building demolition and rehabilitation. What is required is simply the mobility and metamorphosis of structures in order to fulfil new roles, meet new demands, and accomplish interaction among architectures and cities. As a result, architecture should travel where she is needed, escape from where she is harmed, go where people desire to go, and form her own tribe. (Figure 8)
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Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 9. Section of Kinetic Wall by Barkow Leibinger. Johannes Foerster, Kinetic Wall by Barkow Leibinger explores ‘utopian dream of moving architecture’, 2014, photograph, Dezeen, https://www.dezeen.com/2014/06/18/kinetic-wall-barkow-leibinger-elements-venice-biennale-2014/.
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Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Parameter III Interactive Metamorphosis
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Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
“In the age of knowledge, architecture is the storyteller.” Society for Experiential Graphic Design (SEGD)11
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Figure 10. The Flexing Room Architectural Robot. Axel Kilian, “The Flexing Room Architectural Robot. An actuated active-bending robotic structure using human feedback,” (Paper presented at Re/calibration: on imprecision and infidelity - acadia 2018 Universidad Iberoamericana, Mexico City, October, 2018): 1-10, accessed November 6, 2021, file:/// F:/Master%202021%20Y2%20SM2/21th/Manifesto/Final%20Manifesto/image/Acadia659473-the-flexing-room-architectural-robot-an-actuated-active-bending-robotic-structure-using-human-feedback.pdf.
Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
III. Interactive Metamorphosis
By connecting mobile devices and using modern technologies such as communication technology and artificial intelligence, the membrane monster should be able to autonomously change its forms and structures to interact with people, their surroundings and other buildings. It is the lack of interaction with people and mechanical transformation that result in the static and stagnant nature of architecture. The architectural movement behaviour is classified into three stages by SEGD: The prescribed, The responsive, The interactive.12
11. “Interactive Architecture,” Society for Experiential Graphic Design, published in 2014, https://segd.org/ interactive-architecture. 12. “Interactive Architecture.” 13. Mathews, “The Fun Palace: Cedric Price’s experiment in architecture and technology,” 82. 14. Mathews, “The Fun Palace: Cedric Price’s experiment in architecture and technology,” 81. 15. “New Mobility.”
Fun Palace developed the notion of combining cybernetics and automation decades ago: information collecting, self-regulation of systems to implement structures, self-replication, evolution, and learning, to name a few.13 However, it only advanced architecture to the second stage: The responsive, which created a mechanism for enjoyment and a process of internal change. It used cybernetic principles to gather information about the user and adjust the space through mechanical structures.14 But this project was concerned with inward-looking spaces, where the overall structural framework was fixed and the collection of information did not allow for real-time interaction between architecture and city or surroundings, which reflected a passive nature of the architecture. Yet in the future, an era where data and mobile device are rapidly becoming the most valuable resources becomes paramount. People’s obsession with personalisation, materialisation and real-time interactivity will inevitably affect architecture.15 Interaction: 1. Human to Architecture 2. Architecture to Human
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Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Figure 11. Kinetic Wall by Barkow Leibinger. Johannes Foerster, Kinetic Wall by Barkow Leibinger explores ‘utopian dream of moving architecture’, 2014, photograph, Dezeen, https://www.dezeen.com/2014/06/18/kinetic-wall-barkow-leibinger-elements-venice-biennale-2014/.
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Parameter III | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
16. Lex Fridman, “Ishan Misra: Self-Supervised Deep Learning in Computer Vision | Lex Fridman Podcast #206,” posted on August 1, 2021, Youtube video, 2:30:29, https://www. youtube.com/watch?v=FUS6ceIvUnI. 17. Axel Kilian, “The Flexing Room Architectural Robot. An actuated active-bending robotic structure using human feedback,” (Paper presented at Re/calibration: on imprecision and infidelity - acadia 2018 Universidad Iberoamericana, Mexico City, October, 2018): 1-10, accessed November 6, 2021, file:///F:/Master%20 2021%20Y2%20SM2/21th/Manifesto/ Final%20Manifesto/image/Acadia659473-the-flexing-room-architectural-robot-an-actuated-active-bending-robotic-structure-using-human-feedback.pdf. 18. Amy Frearson, “Kinetic Wall by Barkow Leibinger explores ‘utopian dream of moving architecture’,” Dezeen, published June 18, 2014, https://www.dezeen.com/2014/06/18/ kinetic-wall-barkow-leibinger-elements-venice-biennale-2014/.
The soul of Architectural Transformers is the interactive control of building components, based on deep machine learning and AI. Kinetic structures and mobility turn architecture into information and data hunter, capturing large amounts of real and virtual data. Compared to responsive architecture, such as Fun Palace, people make real-time requests and demands for building functions and spaces via mobile devices, the architecture uses self-supervised learning from big data to autonomously judge and regulate building components16 to flexibly respond to people’s changing needs. Simultaneously, the building itself will learn to create different spatial forms during the interaction. Interaction from human to architecture: The prototype of the Flexing room designed by Axel Killian made the space respond to human behaviour through kinetic structures. This project enhanced architectural degree of freedom and provided an inspiring reflection on interactive architecture: In future, architectural structure will not need to be preset, but rather learn and generate from the user’s perception and demands on its alterations.17 (Figure 10) Interaction from architecture to human: A shape-shifting wall designed by Frank Barkow and Regine Leibinger emphasized the wall’s intention to actively interact with people by morphing in real-time.18 (Figure 11) The building itself becomes the narrator, a great play on the initiative of architecture that will no longer be a sculpture, but an interactive creature.
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Conclusion | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
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Conclusion | Architectural Transformers | Di Wu | I D : 8 6 0 3 1 5
Conclusion
The most fundamental is to replace the traditional rigid and heavy structural system with lightweight kinetic structures and tensile membrane to construct a new system that liberates and allows architecture to have true initiative and mobility. Technological development and diversity are bound to have a tremendous impact on static, fixed buildings. Architecture should break free from the shackles of a specific site and environment, and wander in the city or the countryside or the water, wherever it can be walked. Finally, a building should not be a moving machine. Through interactive technology, its kinetic structure and membrane skin can be changed in the interaction and the transformation in the virtual human reality can be realized. These are the three dimensions in which architecture escapes from staticness and becomes more active and dynamic. Only by making architecture move can it quickly respond to the world, cope with the numerous changes and create more opportunities.
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Bibliography
Frearson, Amy. “Kinetic Wall by Barkow Leibinger explores ‘utopian dream of moving architecture’.” Dezeen. Published June 18, 2014. https://www.dezeen.com/2014/06/18/kinetic-wall-barkow-leibinger-elements-venice-biennale-2014/. Fridman, Lex. “Ishan Misra: Self-Supervised Deep Learning in Computer Vision | Lex Fridman Podcast #206.” Posted on August 1, 2021. Youtube video, 2:30:29. https://www.youtube.com/ watch?v=FUS6ceIvUnI. Hybrid Space Lab. “ New Mobility.” Published January 24, 2002. https://hybridspacelab.net/ new-mobility/. Jencks, Charles, and Karl Kropf. Theories and Manifestoes of Contemporary Architecture. Chichester, West Sussex : Academy Editions, 1997. https://search.ebscohost.com/login.aspx?direct=true&AuthType=sso&db=cat00006a&AN=melb.b2297334&site=eds-live&scope=site. Kilian, Axel. “The Flexing Room Architectural Robot. An actuated active-bending robotic structure using human feedback.” Paper presented at Re/calibration: on imprecision and infidelity acadia 2018 Universidad Iberoamericana, Mexico City, October, 2018. Accessed November 6, 2021, file:///F:/Master%202021%20Y2%20SM2/21th/Manifesto/Final%20Manifesto/image/Acadia659473-the-flexing-room-architectural-robot-an-actuated-active-bending-robotic-structure-using-human-feedback.pdf. Mathews, Stanley. “The Fun Palace: Cedric Price’s experiment in architecture and technology.” Technoetic Arts a Journal of Speculative Research 3, no. 2 (2005): 73–92. doi: 10.1386/ tear.3.2.73/1. Prada Group. “SPECIAL PROJECTS PRADA TRANSFORMER.” Published 2021. https://www. pradagroup.com/en/perspectives/stories/sezione-progetti-speciali/prada-transformer.html. Society for Experiential Graphic Design. “Interactive Architecture.” A multidisciplinary community creating experiences that connect people to place. Published in 2014. https://segd.org/interactive-architecture. Stott, Rory. “Video: Why Should Architects be Concerned About Mobility?”. ArchDaily. Published November 22, 2014. https://www.archdaily.com/566557/video-why-should-architects-be-concerned-about-mobility. Wpengine. “ Walking City, from Archigram.” SEASTEADING INSTITUTE. Published March 14, 2011. https://www.seasteading.org/walking-city-archigram/.
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Figure List
Figure 1. Price, Cedric. Fun Palace, section. 1964. In Technoetic Arts a Journal of Speculative Research 3, no. 2 (2005): 75. Figure 2, 6. Huisman, Sander. Walking strandbeest dynamics. 2016. Wolfram Community. https:// community.wolfram.com/groups/-/m/t/863933. Figure 3. Loek van der Klis. Animaris Rhinoceros. 2004. Photograph. STIR Design Private Limited. https://www.stirworld.com/inspire-people-theo-jansen-on-his-passion-for-developing-strandbeestsinto-ever-evolving-creatures. Figure 4. OMA. Prada Transformer. 2009. Photograph. OMA. https://library.unimelb.edu.au/recite/ referencing-styles/chicago-a/image/online-imageartwork. Figure 5. OMA. THE FOUR CONFIGURATIONS. 2021. Prada Group. https://www.pradagroup. com/en/perspectives/stories/sezione-progetti-speciali/prada-transformer.html. Figure 7. Herron, Ron. CITTA’ INSETTOIDI DI RON HERRON. 1964. Drawing. http://www.fabiofeminofantascience.org/RETROFUTURE/RETROFUTURE13.html. Figure 8. Wu, Di. Manifesto illustration. 2021. Digital painting. 297 x 210 mm. Figure 9, 11. Foerster, Johannes. Kinetic Wall by Barkow Leibinger explores ‘utopian dream of moving architecture’. 2014. Photograph. Dezeen. https://www.dezeen.com/2014/06/18/kinetic-wall-barkow-leibinger-elements-venice-biennale-2014/. Figure 10. Kilian, Axel. “The Flexing Room Architectural Robot. An actuated active-bending robotic structure using human feedback.” Paper presented at Re/calibration: on imprecision and infidelity - acadia 2018 Universidad Iberoamericana, Mexico City, October, 2018. Accessed November 6, 2021, file:///F:/Master%202021%20Y2%20SM2/21th/Manifesto/Final%20Manifesto/image/Acadia659473-the-flexing-room-architectural-robot-an-actuated-active-bending-robotic-structure-using-human-feedback.pdf. Cover page. Wu, Di. Manifesto. 2021. Digital painting. 297 x 210 mm. Cover page used some images from: Twinkl. VR Headset Virtual Reality Playing Teen Boy General People Future Secondary Bw RGB. n.d.. Twinkl. https://www.twinkl.it/illustration/vr-headset-virtual-reality-playing-teen-boy-general-people-future-secondary-bw-rgb. Verlinden, Jouke Casper. Animaris Geneticus Parvus. 2014. In Rapid Prototyping Journal 20(4):311-319. 31