Fall 2018-Thesis Prep Book

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Companion Architecture

Interactive Architecture, Animal Consciousness, and Conversational Idiosyncrasies


Companion Architecture

Thesis by Yuxuan Liu and Ruixue Wang Syracuse University School of Architecture Professor Amber Bartosh, Advisor Thesis Committee Professor Brian Lonsway Professor Ivan Bernal

Symbiosis and History of the Internet Inspiration

https://www.slideshare.net/KMcGrane/from-typing-to-swiping-a-brief-history-of-interaction-desig

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Contents

Historical Background Human-Computer Interaction Conversation Theory Precedent Studies Interactive Architecture Contention Thesis Statement Architectural Phenomenology Prototype Experiment

Copyright, Š by Yuxuan Liu and Ruixue Wang, 2017


AGENDA Modern architecture was grounded in the technological advancement of Industrial revolution, as human is entering the age of information, there’s a necessity for architecture to embrace computational technology. The term “interactive architecture” comes into play, helps to rethink architecture beyond conventional static and single-functional spatial design, allows users to take a bottom-up role in configuring their surroundings. The potential benefit of interactive architecture to respond to changing environmental conditions has been studied since MIT artificial intelligence lab’s intelligent room project in 1990s. The possibility for similar interactivity to create a relationship between humans and architecture that extends beyond a functional behavior is a slightly less explored territory. We are proposing a space that companies.

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Alloplastic Architecture, by Behnaz Farahi


“Today’s new systems can be traced to the excitement generated by yesterday’s imaginative speculations. Today’s speculative ideas may be the seeds of tomorrow’s systems.” - Human-Computer Interaction: Towards the year 2000

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HISTORICAL BACKGROUND

“Today’s new systems can be traced to the excitement generated by yesterday’s imaginative speculations. Today’s speculative ideas may be the seeds of tomorrow’s systems.” Ronald M. Baecker states this in his book Human-Computer Interaction: Toward the Year 2000, emphasizing the importance of historical perspective behind a subject. When thinking about technology, people tend to anticipate the future while disregarding the past. Considering today’s interactive architecture projects, which are typically patterned after the few experiments in the 2000s lead by MIT interactive media lab, their groundwork was laid in as early as the 1960s by cybernetics. Therefore, before discussing the subject, a historical perspective of human-computer interaction is first provided to accurately define what is “interactive architecture”. 7

Theoretical background of Human-Computer Interaction

Part 1: Human-computer interaction


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Theoretical background of Human-Computer Interaction


Theoretical background of Human-Computer Interaction

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Theoretical background of Human-Computer Interaction

The first known use of word “computer” was in year 1613 in describing a person who carried out calculations. It was not realized until first modern analog computer invented in the year 1872. In 1950s, “As we may think” by Vannevar Bush was the first ever theory about computer as a potential device for transforming human creative activity.

Three important theories that we are going to discuss is then published in 1960s. the idea of “Man-computer symbiosis”, raised by J.C.R Licklider, is raised to describe the symbiosis of man and computer in order to exceed single human achievement. It requires the association of 2 dis-similar organisms, require conversation between 2 species. The idea of “augmenting human intellect”, raised by Douglas Engerbart, emphasize the importance of synergy as human is lacking capability to efficiently solve complex problem. Computer, could help human in research process and increase the efficacy a lot. In year 1969, Nicholas Negroponte, raised the idea of artificial intelligence, describing that computer should discern and assimilate user’s conversational idiosyncrasies in order to communicate and cooperate with human-being. 12


1960s: “Man-Computer Symbiosis” J.C.R Licklider A synergistic coupling of human and machine capabilities.

Theoretical background of Human-Computer Interaction

“The cooperative ‘living together in intimate association of two dissimilar organisms’ is called symbiosis. ‘human-computer symbiosis is that, in not too many years, human brains and computing machines will be coupled together very tightly and that the resulting partnership will think as no human brain has ever thought”

Symbiosis and History of the Internet Inspiration

https://www.slideshare.net/KMcGrane/from-typing-to-swiping-a-brief-history-of-interaction-desig

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J. C. R. Licklider is particularly remembered for being one of the first to foresee modern-style interactive computing and its application to all manner of activities


1963: “Augmenting Human Intellect” Douglas Engerbart

4 basic classes of Augmentation Means - Artifacts - Language - Methodology - Training

Douglas Engelbart He is best known for his work on founding the field of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International, which resulted in creation of the computer mouse, and the development of hypertext, networked computers, and precursors to graphical user interfaces.

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Theoretical background of Human-Computer Interaction

“By ‘augmenting man’s intellect’ we mean increasing the capability of a man to approach a complex problem situation, gain comprehension to suit his particular needs, and to derive solutions to problems. Increased capability in this respect is taken to mean that solutions can be found where previously the human could find none. We do not speak of isolated clever tricks that help in particular situations. We refer to a way of life in an integrated domain where human usefully co-exist with electronic aids.”


1969: The Role of Artificial Intelligence Nicholas Negroponte

“.....In order to have a cooperative interaction between a designer of a certain expertise and a machine of some scholarship, the two must be congenial and must share the labor of establishing a common language. And in spite of computational efficiency, a paradigm for fruitful conversations must be machines that can speak and respond to natural language.

Theoretical background of Human-Computer Interaction

Imagine a machine that can follow your design methodology, and at the same time discern and assimilate your conversational idiosyncrasies.”

Nicholas Negroponte is a Greek American architect. He is the founder and Chairman Emeritus of Massachusetts Institute of Technology’s Media Lab. Negroponte joined the faculty of MIT in 1966. In 1967, Negroponte founded MIT’s Architecture Machine Group, a combination lab and think tank which studied new approaches to human-computer interaction.

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Theoretical background of Human-Computer Interaction

Part 2: Extrapolate to Architecture Then they extrapolate the theory into related area of Architecture. Not only because architecture design is a “complex task” that according to Douglas Engelbart could be more efficiently solved if apply “human computer symbiosis”, but also it could help to it could help to rethink architecture beyond conventional static and single-functional spatial design. Rather than an environment that strictly interprets our desires, an environment should allow users to interact and take a bottom-up role in configuring their surroundings. 16


Doug Engelbat and Ted Nelson

2009: Dynamics in Architecture Michael Fox in Interactive Architecture “When architecture must adapt, it must either be remodeled, or tron down and replaced. The solution is to design a space that can meet any functional need. One way to begin exploring the dynamics is through rethinking architecture beyond conventional static and single-functional spatial design. The room, therefore, should be smart enough to detect, mobile enough to change and solve any upcoming challenges...”

1975: “Conversation Theory” Gordon Pask “The theory itself applies to all conversations and, given the structure that a conversation is the minimal unit for psychological observation, all of psychology including its extrapolation into related areas, such as architecture, as it deals with cities that are lived in...”

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Theoretical background of Human-Computer Interaction

“By ‘augmenting man’s intellect’ we mean increasing the capability of a man to approach a complex problem situation, gain comprehension to suit his particular needs, and to derive solutions to problems. Increased capability in this respect is taken to mean that solutions can be found where previously the human could find none. By ‘complex situation’, we include the professional problems of diplomats, for example, architects ...”


Gordon Pask is most well known work was the development of Conversation Theory: is a cybernetic and dialectic framework that offers a scientific theory to explain how interactions lead to “construction of knowledge”

And as Engerbart, Negroponte and Licklider had all emphasized, “Communication” is important in this process (the process of extrapolating human-computer interaction to the area of architecture). The discussion of communication started in 1960s when Gordon Pask’s Conversation theory provides the idea that learning occurs through conversations about a subject matter which serves to make knowledge explicit, and conversation is the minimal unit for psychological observation. “Interactive architecture”, defines the ability of an architectural element or a space to participant in a conversation. As previous theories have all mentioned, the potential behind making a wall intellectual, is by being intellectual, it could better perceive changing context and change accordingly to better functions. It is less concern about the pure “relationship” itself that established between human and interactive architecture. It was always using that “relationship” as a pre-condition for other functional use. 18


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Gordon Pask - Conversation Theory A “Person to Person” Conversation Model

Theoretical background of Human-Computer Interaction

Claude Shannon, 2006 Shannon’s Model of Conversation


Person to Person

Person to Himself

Person to a Group of People

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Gordon Pask - Conversation Theory Potential Participants for a Conversation


Definition: Interactive Architecture Therefore, the term interactive architecture is defined as follows: driven by the computer or artificial intelligence, interactive architecture exceeds traditional architecture that strictly interprets human’s desires, but is responsive or adaptive to changing circumstances.

Interactive Architecture “the ability of an architectural element or a space to participant in a conversation�

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“...Because any design procedure, set of rules, or truism is tenuous, if not subversive, when regardless of context. It follows that the mechanism of the wall must understand the context before carrying out an operation. Therefore, the wall, which involves in the dialogue, must be able to discern changes in meaning brought about by changes in context, hence, be intelligence (A. Johnson, 1969).�

The Emphasis on Funcional Use of Human-Computer Communication 22


The Always Emphasis on Functional Potential of Human-Computer Communication The potential benefit of interactive architecture to respond to changing environmental conditions has been studied since MIT artificial intelligence lab’s intelligent room project in 1990s. The possibility for similar interactivity to create a relationship between humans and architecture that extends beyond a functional behavior is a slightly less explored territory.

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Theoretical background of Human-Computer Interaction

However, according to data provided by different official surveys, the increasing longer geographical distance between close relationship, higher marriage breakdown rate, and longer working hours (See diagrams page 24-25) contributes to this increasing percentage of people feeling lonely. It is necessary to discover the potential behind the pure “relationship� between human and interactive architecture, the potential behind that emotional connection. (See diagrams page 26)


Family: Traditional to Diverse Forms of Relationship

Marriage - Divorce Rate NYC 1960-2015

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Earning - Expense - Working Hours in NYC 1975-2007

Average Minutes Spends on Calling Remote Friends / Family Members 2014-2017

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Relationship Between 2 Species

Species One

Species Two

A Relationship A Emotional Connection Architectural Confidential

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The potential benefit of interactive architecture to respond to changing environmental conditions has been studied since MIT artificial intelligence lab’s intelligent room project in 1990s. The possibility for similar interactivity to create a relationship between humans and architecture that extends beyond a functional behavior is a slightly less explored territory. However, due to multiple social changes, there is increasing percentage of people feeling lonely. Therefore, It is necessary to discover the potential behind the pure “relationship� between human and interactive architecture, the potential behind that emotional connection. We are proposing an architecture that companies.

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Theoretical background of Human-Computer Interaction

CONTENTION Part 1.0


Precedent Studies

Part 2: Precedents of Interactive Architecture are studied The earliest experiment in interactive architecture was in 1990s when MIT artificial intelligence lab did the intelligent room project. It was a basic test of sensors perceiving human movement, computers collecting data from users and analyzing the activities that users conducted. The second generation of experiments were in 2000s when Aegis hyporsuface and Aururo were constructed. These explorations were through an architectural component to study the machine paradigm of interactive architecture: exploring the possibility of them to listen to users’ psychological needs and providing physical interaction with users to provide comfort and companionship. Another noteworthy experiment was the Remote-home project in 2013. By connecting two physically distanced homes using wireless internet and interactive devices, this project explores the possibility of interactive architecture to reinforce the connection between people. From these precedents, the historical track of interactive architecture projects could be drawn: Interactive architecture has been studied as a potential method to meet human’s physiology, psychological, and social need. 28


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1990s Intelligent Room by MIT Artificial Intelligence Lab

The Intelligent room project was the first few experiment about how architecture could better perceive human need. By establishing sensors and 3d cameras for dececting user’s condetion, the developers combining robotics and vision technology with speech understanding systems to provide ready at hand computation and information services for people engaged in day to day activities, both on their own and in conjunction with others.

2001 Aegis Hyposurface by Atelier dECOi, Mark Goulthorpe

Aegis Hyposurface is an experiment towards the mechanical paradigm of interactive wall. The movement of the wall is mimicing water wave, therefore it allows the participants to connect and interact with a massive, powerful force - it’s like controlling the waterfall. 31


2014 Breathing Wall II by Behnaz Farahi

Breathing Wall II is a wall that moves based on hand movement. This project has two main objectives. Firstly, it explores the potential for a gesture-based interaction with our dynamic architectural space through the use of a Leap Motion device. Secondly, and more importantly, it explores the relationship between materials, form, and interactive systems of control in order to generate an empathetic relationship between users and their environment.

2009-10 Hylozoic Soil by Philip Beesley (PBAI / University of Waterloo)

Beesley’s Hylozoic Soil stands as a magically moving contemporary symbol of our aptitude for empathy and the creative projection of living systems.� 32


2013 Minister of Justice by Ibanez Kim

The Minister of Justice is an explosive figure of geometries, and it is also a sin eater. Each cone is a speaker and a microphone with a proximity sensor. The cone is activated when someone approaches. Then the minister glows violet in color as it listens - without judgement - to any secret or declaration.

2016 Confessional by Ibanez Kim

THE CONFESSIONAL is a tensile fabric with a customized interactive system woven into its surface. the occupant may choose different interactive behaviors: to whisper their secrets and desires in anonymity, as often seen in the films of Wong Kar Wai, or to communicate with others. As they speak and gesture, the pods fill with light and their voices may broadcast wirelessly to other RolyPolygons, creating a community among clustered cocoons near or far away. 33


2007-2016 DUNE by Daan Roosegaarde

DUNE is the public interactive landscape that interacts with human behaviour. This hybrid of nature and technology is composed of large amounts of fibres that brighten according to the sounds and motions of passing visitors.

2013 Alloplastic Architecture, by Behnaz Farahi

This project is an adaptive tensegrity structure that responds to human behavior. The motion created by the dancer could be a direct language which allows people to communicate with the structure. With this direct language, the form of the structure could respond dynamically and simultaneously. This man-machine communication indicates how people use their silent language to interact the physical form on purpose. 34


Architectural Element (Wall)

Single Object

Three Scale of Experiment

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Ways of Interaction

Space


CONCLUSION Through the study of precedents, we figured out that most of the interactive projects built were using pure computer science to establish a relationship between human and interactive architecture. Our thesis will attempt to establish a human/architecture relationship through a predictive model of behavior, in rhythm with the conversational idiosyncrasies of humans, but without mimicking human conversation. The work will identify and build on the static architectural conditions which establish emotional connections between place and people and test how integrated dynamic conditions augment and enhance this connection. 36


Architectural Phenomenology

Part 3: Architectural Phenomenology and Interactive Architecture We are understanding interactive architecture from a two-fold perspective. One is from a technological point of view, the nature of its “interactive” emphasizing on man-computer interaction; another one is from a psychological point of view, man-architectural relationship and the establish of connection through “Architectural Phenomenology”. The hybrid of these two creates a potential of interactive architecture as an enhancing element for people’s connectivity to the space. Architectural phenomenology is studying the elements that already exist in space that contribute to people’s connectivity to the space. We would like to study the elements that could invoke people’s emotional connection and using interactive architecture to reinforce one of it. “The impact architecture has on a person’s mood is huge. Arguably these are the fundamentals of architecture: not how it looks, but how we feel it, through the way it allows us to act, behave, think and reflect” - Dr Melanie Dodd 37


Phenomenology in architecture is a style of belief in the primacy of sensory and experiential qualities in architecture that is inspired by the philosophy of Martin Heidegger in 1950s. His work of “building, dwelling, thinking”, were emphasizing in situating in a certain relationship with existence, a relationship which is characterized by nurturing, enabling the world to as it is. ‘‘Poetry is what first brings man onto the earth, making him belong to it, and thus brings him into dwelling’’ (1971, p. 218). the poetic measure discussed by Heidegger is another challenge to mathematical abstraction that frames our contemporary human interaction with the world. Conventionally people understanding architecture with a more rational point of view, which is what described by Heidegger as “mathematical abstraction”. What Heidegger emphasized was rather than scientific measuring of the things around us we could explore things and experiences ‘‘instinctively, in a bodily and sensory way” Phenomenology states that the quality of space (its scale, its material, its temperature, its way of lighting, its sound, its accessibility to natural light), whether it is communicable, would invoke different emotions, and influence people’s sense of place through construction of experiences and memories. By invoking multiple emotional response, a connection is established.

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Architectural Phenomenology and its influence on people


The two fields: human-computer interaction and phenomenology in architecture, are parallel chronologically in their development, and are proposing by us to cross to create new potential. Architecture can inflect mood, control a situation, and curate experience; can create atmospheres that are supporting, uplifting, or inspiring; can have a certain connection with people. This thesis is not intending to design a building that is designed for a certain condition, but instead to introduce interactive architecture to dynamically invoke user’s emotional response to architecture in order to enhance the connection with “place”. The following characteristics are related with people’s affinity to a space

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Scale of Space

Materiality

Accessible to Direct Natural Light

Artificial Lighting

Natural Elements


1.0 Scale of Space

Low Space Nanzen-ji

Gallery of Hiroshi Senju Museum

The Truffle House

High Space Jewish Museum

Pantheon

St. Peter’s Basilica

Hurva Synagogue

Exeter Library

2.0 Materiality

Natural Material

Industrial Material

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Kengo Kuma 7132

Shigaru Ban Tamedia

The Truffle House

Hongkong and Shanghai Bank Headquarters

Kunsthal

mies van der rohe gas station


3.0 Lighting

Indirect Light

Industrial Material

4.0 Natural Elements

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Kimbell Art Museum Kahn

Kimbell Art Museum Renzo Piano

Barragan House and Studio

Museo Neanderthal

Louvre Abu Dhabi Jean Nouvel

Barragan House and Studio


Thesis Statement

The potential benefit of interactive architecture to respond to changing environmental conditions has been studied since MIT artificial intelligence lab’s intelligent room project in 1990s. The possibility for similar interactivity to create a relationship between humans and architecture that extends beyond a functional behavior is a slightly less explored territory. The work will identify and build on the static architectural conditions which establish emotional connections between place and people and test how integrated dynamic conditions augment and enhance this connection. The two fields: human-computer interaction and phenomenology in architecture, are parallel chronologically in their development, and are proposing by us to cross to create new potential. Architecture can inflect mood, control a situation, and curate experience; can create atmospheres that are supporting, uplifting, or inspiring; can have a certain connection with people. This thesis is not intending to design a building that is designed for a certain condition, but instead to introduce interactive architecture to dynamically invoke user’s emotional response to architecture in order to enhance the connection with “place”.

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Post-Phenomenological Approach: Human-Technology-Environment Relationship by Don Ihde What role does technology play in everyday human experience? How do technological artefacts affect people’s existence and their relation with the world? And how do technological instruments produce and transform human knowledge? These are the central questions in Don Ihde’s philosophy of technology. Ihde, who was born in 1934, develops a new perspective on technologynection. Classical philosophy of technology tended to reify ‘Technology’, treating it as a monolithic force. Ihde, by contrast, shuns general pronouncements about ‘Technology,’ fearing to lose contact with the role concrete technologies play in our culture and in people’s everyday lives. He proposed 4 categories of technology-human-environment relationship: - Embodiment Relations - Hermeneutic Relations - Alterity Relations - Background Relations

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Embodiment Relations In embodiment relations, technologies form a unity with a human being, and this unity is directed at the world: we speak with other people through the phone, rather than speaking to the phone itself, and we look through a microscope rather than at it. Ihde schematises this relation as:

(human - technology) —> world

Hermeneutic Relations Hermeneutic relations, as Ihde calls them, are relations in which human beings read how technologies represent the world, like an MRI scan that represents brain activity, or the beeping of a metal detector that represents the presence of metal. Here, technologies form a unity with the world, rather than with the human being using it: humans are directed at the ways in which technologies represent the world.

human —> (technology - world)

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Alterity relations In a third type of human-technology-world relations, which Ihde calls the alterity relation, human beings interact with technologies, with the world at the background of this interaction. Examples are human-robot interactions, getting money from an ATM, or operating a machine. In fact, this relation can be seen as a central domain of Interaction Design. It can be schematised as

human —> technology (world) Background Relations Ihde distinguishes the background relation, in which technologies are the context for human experiences and actions. The sounds of air conditioners and fridges, the warm air from heating installations, the notification sounds from cell phones during a conversation - in all of these examples, technologies are a context for human existence, rather than being experienced themselves. Schematically:

human (technology / world)

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We are proposing technology to take the background relationship with human and environment. The thermostat is an example for what Don Ihde calls in his classification background phenomena. That is, as the term reveals, when a “specifically functioning technology” occupies a “background or field position” or becomes “a kind of near-technological environment itself.” Once set, these technologies, controlling for example lighting, heating, and cooling systems, are operating more or less automatically. They do not require our focal attention.

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Thesis Contention We will first identify the elements in static architecture which establish emotional connections between place and people. For experiment, we would alter lighting condition (natural or artificial light, light’s color temperature...) in responding to different activity. We would use a model of interactive space to test how integrated dynamic conditions augment and enhance human’s emotional connection with a space. The two fields: human-computer interaction and phenomenology in architecture, are parallel chronologically in their development, and are proposing by us to cross to create new potential. There are centain elements in static achitecture that can inflect mood, control a situation, and curate experience; can create atmospheres that are supporting, uplifting, or inspiring; can have a certain connection with people. Technology could take a “background role”, described by Don Ihde in his book Technology and the Lifeworld , in configuring these elements, and provides alterations in same single space to alter human’s experience. This thesis is not intending to design a building that is designed for a certain condition, but instead to introduce interactive architecture to dynamically invoke user’s emotional response to architecture by altering lighting elements in order to enhance the connection with what Martin Heidegger described as “place”.

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Design Studies

Light element: creates different experience in same space in Casa Gilardi

Studies of the Use of Lights - The experience of light can be categorized as perception, movement, and interaction. - Light can be used as materials to create forms. Although without physical entity, the visual volume of it could serve as formal divisions. - Light can be used to easily highlight on a specific element in space. - Different lighting condition could be suitable for different activity and mood. 49


Ambient Light

Projective Light

Volumetric Light

Animated Light

Volumetric Natural Light

SpotLight

-The Ambient Light is considered as a soft, in-direct kind of light that could transfer the space into a specific mood. For example, when less activity if detected, the space could be transfered to a yellow ambient light to create a peaceful mood. -The Projective Light as an add-on element for pre-existing surfaces. -The Volumetric Light creates spatial quality. Although people would be able to walk through it, it defines space visually. - Animated Light: a light that could interact with - Volumetric Natural Light: the use of natural light by changing the condition of shading devices. - Spotlight: A light to highlight a specific place in space. 50


Linear Light

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Ambient Light created by Glazing

Water as Surface and Mirror


Geometrical Light

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Volumetric Spotlight

Sky Space


Design Proposal

A simplified version of Casa Gilardi We take the pool room of Casa Gilardi, and simplify it for testing. It is a simple room with all the basic elements we need:. 53


Condition 1: Ambient Light

Condition 4: Volumetric Light to Emphasize on a specific object 54

Condition 2: Ambient Light Created by Diffused Glazing

Condition 5: Volumetric Lights to Form a Visual “Space�

Condition 3: Meditation Space: Sky viewers

Condition 6: Animated, Linear Lights


Prototype Experiment

Factors that are proposed to control

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HC-SR501 Pir Motion IR Sensor + Arduino

Webcam + Processing + Flob Library for Processing

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Kinetic V2 + Processing + Kinect V2 for Processing

Firefly+Kinect+Grasshopper+Arduino

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Face Tracking - Emotion Understanding

Skeleton Depth Map with Hands Movement Identifies

Depth Map

Multi people Skeleton Track

Movement Track


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Design of a “Breathing� Model 1. Design the Surface 2. Fold and Test out the Surface 3. Write the Grasshopper Script 4. Connect the Model, Arduino, Kinect with Computer 5. Test out the Model

Through the study of prototypes, we are getting started with simple models that could potentially become an important part of final model. We gain more technology and methodology acknowledgement through this process.

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Thesis Goal The goal for next semester is to figure out the specific aspect of phenomenology we want to work with, and design accordingly. A final interactive model that would be as large as a room so that people could enter and experience is expected to be made.

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References Brooks, Rodney. The intelligent Room Project. Cambridge: MIT Artificial Intelligence Lab, 1997. Baecker, Ronald M. 1995. Readings in Human-Computer Interaction: Toward the Year 2000. 2nd ed. San Francisco, Calif: Morgan Kaufmann Publishers. Bush, Vannevar, “As We May Think” in The Atlantic, July 1945 Carpo, Mario. 2011. The Alphabet and the Algorithm MIT Press. Davis, Charles, Candy Schwartz, Gary Marchionini, and Douglas Engelbart. 1996. “Reflections on our Future.” American Society for Information Science.Bulletin of the American Society for Information Science 23 (2): 16. Derix, Christian. 2014. “The Space of People in Computation.” Architectural Design 84 (5): 14-23. Dubberly, Hugh and Pangaro, Paul, “What is conversation? Can we design for effective conversation?” in Interactions, Volume XVI.4 (On Mod-eling Forum, 2009) Engelbart, Douglas. 1995. Toward Augmenting the Human Intellect and Boosting our Collective IQ. Vol. 38. New York: ACM. doi:10.1145/208344.208352. Fox, Michael, and Kemp, Miles. Interactive Architecture. New York: Princeton Architectural Press, 2009. Gerber, David Jason and Ibanez Mariana. Paradigms in computing: making, machines, and models for design agency in architecture. Los Ange-les: eVOLO press, 2014.


Horswill, I. D. Specialization of Perceptual Processes, PhD thesis, Massachusetts Institute of Technology Articial Intelligence Lab, Cambridge, Massachusetts, 1993. Jackson, Albert S., “Analog Computation”. London & New York: McGraw-Hill, 1960. J C R Licklider. 1992. “Man-Computer Symbiosis.” IEEE Annals of the History of Computing 14 (1): 24. Mcintyre Boyd Gary, “Conversation Theory,” in Conversation Theory, Chapter 8 (Canada: Concordia University, 2008), PP 179– 197. Mitchell, William, “City of Bits: Space, Place, and the Infobahn”, The MIT Press, Cambridge, 1996. Negroponte, Nicholas. The architecture machine. Cambridge, Mass: M.I.T. Press. 1970. Negroponte, Nicholas. Being digital. 1st ed. New York: Knopf. 1995. Negroponte, Nicholas. 1975. Reflections on Computer Aids to Design and Architecture Petrocelli/Charter. Pask, Gordon. Conversation, cognition and learning: A cybernetic theory and methodology. Amsterdam;New York;: Elsevier. 1975. P 145. Peters, Terri and Peters, Brady. Inside Smartgeometry: Expanding the Architectural Possibilities of Computational Design. United Kingdom: John Wiley & Sons Ltd. 2013 SPOHRER, JAMES C. and DOUGLAS C. ENGELBART. 2004. “Converging Technologies for Enhancing Human Performance: Science and Business Perspectives.” Annals of the New York Academy of Sciences 1013 (1): 50-82.


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