PARTI-CITIES CITIZEN CENTRIC CITIES BHOOSHAN STUDIO JANUARY 2022
JAMIL AL BARDAWIL YARA MANLA CHEOLYOUNG PARK PIN-JU WANG
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ARCHITECTURAL ASSOCIATION SCHOOL OF ARCHITECTURE DESIGN RESEARCH LAB DIRECTOR
PARTI-CITIES CITIZEN CENTRIC CITIES BHOOSHAN STUDIO JANUARY 2022
THEODORE SPYROPOULOS
COURSE MASTER FOUNDER
SHAJAY BHOOSHAN
PATRICK SCHUMACHER
TUTORS COURSE MASTERS SHAJAY BHOOSHAN PATRICK SCHUMACHER THEODORE SPYROPOULOS
ARIADNA LOPEZ ANDY WATTS
TEAM JAMIL AL BARDAWIL YARA MANLA CHEOLYOUNG PARK PIN-JU WANG
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CONTENTS
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CONTENTS
CHAPTER 1: INTRODUCTION 1.1 AADRL AGENDA 1.2 STUDIO AGENDA 1.3 RESEARCH OUTLINE CHAPTER 2: THESIS AND RESEARCH 2.1 2.2 2.3 2.4
THESIS STATEMENT PROTO-SITE: HOP EXCHANGE IMPLEMENTATION RESEARCH AND PRECEDENTS
CHAPTER 3: GAME 3.1 GAME PRECEDENTS 3.2 GAME EXERCISES 3.3 PARTI-CITIES GAME CHAPTER 4: ARCHITECTURAL GEOMETRY 4.1 4.2 4.3 4.4 4.5 4.6 4.7
GEOMETRY STUDIES CO-LAB SOCIALHUB HOP EXCHANGE I HOP EXCHANGE II HOP EXCHANGE III HOP EXCHANGE IV
CHAPTER 5: PROTOTYPING 5.1 3D PRINTING 5.2 ROBOTIC HOT-WIRE CUTTING 5.3 FABRICATION PROTOTYPE CHAPTER 6: REFERENCES 6.1 BIBLIOGRAPHY 6.2 IMAGE REFERENCES
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09 10 11 12 15 16 24 26 29 35 36 39 66 105 106 114 142 176 216 280 320 399 400 404 408 445 446 446
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CHAPTER 1 INTRODUCTION
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CHAPTER 1: INTRODUCTION
1. Text from the Architectural Association M. Arch (Architecture & Urbanism) Course Handbook of 20202021.
1.1 AADRL AGENDA
1.2 STUDIO AGENDA
DESIGN RESEARCH LABORATORY (DRL)
PARTICIPATORY CITIES
The Design Research Laboratory is a 16 month post-professional design research programme leading to a Masters of Architecture and Urbanism (MArch) degree. For the last 20 years the worldrenowned lab has been at the forefront of design experimentation, pioneering advanced methods in design, computation and manufacturing. The lab is based on an evolving framework of three-year research cycles that interrogate architecture and urbanism from the city scale to the nano-scale. Led by innovators in the fields of architecture, design and engineering, the AADRL pursues an interdisciplinary design approach that extends beyond architecture, fostering collaborations with companies such as Ferrari, Festo, AKTII, Reider and Odico Robotics. The lab remains a space of collaboration, curiosity and space and looks to develop the next generation of architects who will actively engage with and influence the field. Distinguished graduates have gone on to found offices, lead advanced research groups or teach at schools worldwide.
The studio explores a digitally empowered revival of the humanist urban settlement. New towns that become cities in which citizens actively deliberate and collectively decide about the urban form, building typologies, adjacencies and sequences of creation.
2. Text from the Architectural Association M. Arch (Architecture & Urbanism) Course Handbook of 20202021.
Taking in consideration of four major topics: Participatory agency, Agency and emergent built environment, Architectural geometry, robotic manufacturing and industrialized construction, and also Games and gov-tech, the studio aims to re-imagine an urban environment conceived and evolved in the service of its citizens. A collective effort to bridge the gap between citizens and their cities, established and widened by 20th century architecture and urbanism.2
The current agenda, Constructing Agency, explores expanded relationships of architecture by considering the future of living, work and culture. The aim of the research is to expand the field of possibilities by exploiting behaviour as a conceptual tool to synthesise the digital and material worlds. Advanced computational development is utilised in the pursuit of architectural systems that are adaptive, generative and behavioural. Using the latest in advanced printing, making and computing tools, the lab is developing work that challenges today’s design orthodoxies. Architectures that are mobile, transformative, kinetic and robotic are all part of the AADRL agenda, which aims to expand the discipline and push the limits of design within the larger cultural and technological realm.1
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CHAPTER 1: INTRODUCTION
1.3 RESEARCH OUTLINE PARTI-CITIES 3. “More Megacities in the Future,” United Nations, accessed Mar 26, 2021, https://www.un.org/ development/desa/ publications/graphic/ world-urbanizationprospects-2018-moremegacities-in-the-future. 4.“London Startup Ecosystem - Ultimate Report 2021.” Startups of London. February 7, 2020. Accessed September 21, 2021. https:// startupsoflondon. com/london-startupecosystem-ultimatereport-2020/.
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Urbanization has transformed the world we live in. To this day, the continuous effect of urbanization has given birth to mega-cities around the world, and it is estimated that by 2030, the world could have 43 mega-cities of more than 10 million inhabitants.3 While urbanization is generating issues such as scarcity in space, high living costs and resource depletion in construction, it is at the same time a catalyst for inducing human to human encounters, sparking ideas for innovative solutions, and creating enticing environments for startups to seed and grow. When compared to major cities around the globe, London is ranked third for best startup ecosystem and fourth in tech investment.4 However, while the diverse talent pool and high networking possibilities are creating incentives for the tech startups to establish their businesses in London, high costs and stakes to launch and sustain these startups are pushing them away from the city center, and excluding the innovative forces from taking part in and contributing to urban formation.
PARTI-CITIES is a system inviting both startups and the community to come together as the driving forces of urban transformation. Within the cyber-physical gaming platforms, startups can socialize, collaborate, and propose innovative plans to attract tokens as funds, while the community utilizes tokens as votes to fund and build the projects they believe of value, creating a symbiosis of bottom-up urban agglomeration through negotiated crowd intelligence. Powered by decentralized finance technology, direct agency could be delivered to citizens to take part in the urban creation process of reaching crowd consensus. With the combination of robotic hot-wire cut geometry and in-situ concrete casting, spatial components and casting form-work becomes one, allowing mass customization with structurally informed geometries and material efficient construction. PARTI-CITIES re-images an urban transformation system that is leveraging technology and startup innovations, gravitating citizen centric requirements, and providing adaptive digital construction solutions.
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CHAPTER 2 THESIS AND RESEARCH
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2.1 THESIS STATEMENT URBANISATION AND START-UPS Image 01: Bird eye view of PARTI-CITIES.
Urbanisation is a catalyst for inducing human encounters, sparking ideas for innovative solutions, and creating enticing environments for start-ups to seed and grow. However, the same process also generates issues such as scarcity in space, high living costs and rigid space use, excluding the innovative forces from contributing to urban generation. In PARTI-CITIES, we propose a cyber-physical participatory platform where the innovative start-ups are leveraged as the driving forces of urban transformation, a system where crowd consensus of community and start-ups are digitally rehearsed, customised, and materialised in urban agglomerations.
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. HUB RANKING
INVESTMENT OPPORTUNITY
3rd
4th
422K
3,527
FOR BEST STARTUP ECOSYSTEM
IN TECH INVESTMENT
QUALIFIED TALENTS IN TECH JOBS
TECH RELATED MEETUPS HELD
(In the World)
(In the World)
(In the UK)
(In the UK)
Talents in data analytics, AI, blockchain, extended reality and quantum computing.
With 1.6 million members across 283 locations in the UK.
Ranking after Silicon Valley and New York.
TALENT ONLINE FORUM CHAPTER 2: THESIS AND RESEARCH AVAILABILITY MEETUP
UK tech scale up investment makes up 80% of total tech investment in the UK. (around £ 5bn)
FUNDING POTENTIAL High funding potential makes London a prime location to launch startup.
2.1.1 POST PANDEMIC LONDON 5. “London Startup Ecosystem - Ultimate Report 2021.” 6. “London Startup Ecosystem - Ultimate Report 2021.” Fig 01: Diagrams of investment environment for startup businesses in the UK and in London. Image 02: Relevant issues of post pandemic London. Image 03: Flyover image of London bridge.
London is ideal for the architectural intervention and gamification leveraging tech startups and community in urban transformation.
TALENT POOL
NETWORKING POSSIBILITY
Robust talent pool creates an incubator for startup.
Ever-growing trend focusing on tech topics and discussion.
MISMATCH BETWEEN SOARING VACANCY AND INVESTMENTS When compared to major cities around the globe, London is ranked third for best start-up ecosystem and fourth in tech investment right after Silicon Valley and New York. Having 422,000 qualified talents in tech jobs and more than 3,500 tech related meet-ups held in the UK annually, it is providing an environment for tech start-ups to launch and flourish.5 To put into perspective, London is the epicentre of start-up and tech innovation in the UK. There are more than 32 percent of all start-ups in the UK based in London, of which 20 percent are tech based. Creating incentives for more than 37 percent of the tech talents to locate in London.6 However, due to the pandemic, most London firms have adapted to hybrid and flexible working, leaving the office spaces empty. As a response, London has placed an agenda to attract global talents and investments to revive the city and repurpose the empty spaces.
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PARTI-CITIES
Within the post pandemic London urban context, several issues became relevant, such as the mismatch between soaring vacancy and high global investments, the need for transforming the dominant live-work paradigms, and a call to revive the public activities taking place in city centres.
STARTUPS IN THE UK
STARTUPS IN LONDON
TALENTS IN LONDON
London Based 221,373
Tech Based 45,229
London Based 156,140
32%
20%
37%
OF STARTUPS ARE LONDON BASED
OF STARTUPS ARE TECH BASED
(In the UK)
(In London)
OF TECH TELENTS ARE BASED IN LONDON (In the UK)
Other Areas 460,331
Other Types 176,144
Other Areas 265,860
681,704 businesses created in the UK per year.
221,373 startups created in London per year.
422,000 professionals in tech realm in the UK.
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CHAPTER 2: THESIS AND RESEARCH
7. Konotey-Ahulu, Olivia. “City of London Plans for Life After Covid as Its Offices Empty.” Bloomberg. com. April 27, 2021. Accessed November 13, 2021. https://www. bloomberg.com/news/ articles/2021-04-27/ city-of-london-plans-forlife-after-covid-as-itsoffices-empty. Image 04: Bloomberg news web page Fig 02: City of London’s agenda to revive empty proverties of central London.
LIVE-WORK PARADIGM TRANSFORMATION
REVIVE CITY CENTRE
To put into perspective, vacancies across the City have soared 70% since the onset of the pandemic. Adding up to 12 million square feet of empty office spaces just in central London, which equates to 156 football fields.
On the other hand, in an urban perspective, as an aftermath of the pandemic, more than a third to half of Londoners are walking rather than driving or taking public transports.8
The City of London is planning to repurpose the idle spaces into 1,500 housing units before 20307, at the same time considering more flexible working space to cater to the shift of live-work paradigm after the pandemic.
This accelerated the rethink of the long discussed topic of pedestrianizing central London areas, and the City is taking this as a chance to relieve central London of congestion, air pollution and as an urban landscape to bring back public activities and support businesses.9
8. Lydall, Ross. “Revealed: The Huge Change Coming to Pedestrian Crossings in London.” Evening Standard. May 27, 2021. Accessed November 14, 2021. https:// www.standard.co.uk/ news/uk/green-manpedestrian-crossinglondon-b937520.html. 9. ”Oxford Circus to Be Turned into Pedestrian Piazzas This Year.” The Guardian. June 16, 2021. Accessed November 14, 2021. https://www. theguardian.com/uknews/2021/jun/16/ oxford-circus-to-beturned-into-pedestrianpiazzas-this-year. Image 05: The Guardian news web page Fig 03: London commutes made by foot after pandemic.
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Image 06: Opportunities provided to start-ups.
2.1.2 ISSUES AS OPPORTUNITIES
2.1.3 ONLINE / ON LAND
In our proposal, these issues become opportunities to empower start-ups and the community.
While looking at the development history between stakeholder consensus and customised physical realisation, the relation between online and on land has evolved in past decades.
We provide spatial adaptability and customisability to start-ups to repurpose vacant spaces and face future uncertainties with resilience. We enable cyber-physical duality to reflect the paradigm shift and enhance the live-work flexibility, social outreach, and global fund attraction. And we utilise urban pedestrianisation strategies to revive public activities and engagement, by supporting start-ups to sustain in city centres and fuel urban transformation.
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In the early 2000s, negotiation of stakeholder consensus and space configuration were implemented via tools such as flash and vrml, and realised through design of modular construction.10 Today, with technologies such as Web 3.0 and metaverse booming, digital fabrication techniques more developed. We can begin to imagine the online to on land streamline in future architecture.
10. Dekleva, A., Gatto, M., Gregoric, T., Sedlak, R., & Stroumpakos, V. (2006). Negotiate My Boundary! (2nd ed.). Birkhäuser Architecture. Image 07: Fortnite reaching 12 million players in 2021. Image 08: Knit Candela project by BRG & ZHCODE with R-Ex.
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2.2 PROTO-SITE: HOP EXCHANGE Image 9: Bird’s eye view of the London Bridge area and Hop Exchange building highlighted in red. Image 10: Hop Exchange building view from Southwark Street. Image 11: Image of proposed design solution of Skyroom.
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In order to harvest the opportunities London offers, and in turn allowing both startups and the community to take part in urban transformation, we situate our physical proto-site in the heart of London Bridge, an eclectic area which hosts various urban scenes and also one of the major traffic hubs of London. To maximize the urban idle space, we took inspiration from a precedent which tackles the issue of London’s scarcity in affordable housing. Skyroom’s solution is to find idle rooftops to provide space for vertical expansion. Process includes site identification, structural and accessibility surveys. Followed with the acquisition process of permission and funds.
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2.3 IMPLEMENTATION Image 12: Three key aspects of implementation.
To provide startup users with opportunities in response to their challenges, and to implement the goals of PARTI-CITIES in central London. Three key aspects are considered as follow: PARTICIPATORY PLATFORM First is to construct a community centric participatory platform where crowd consensus could be reached. While facebook, Epic games and fortnight are funding to support a long-term vision of the metaverse. We can take it into our reference to create a cyber-physical platform where real-time mass negotiation and collaboration are allowed, connection and fund attraction are expanded to global scale, and users can socialize, collaborate and invest in space and program creation in a participatory manner. AGENCY TO USER Second is to provide direct agency to users through innovative digital methods to empower and incentify communities to invest and participate. Community centric token, FlexiCOINs, can be distributed to allow coin holders to demonstrate investment as votes to the project of their belief. Smart contracts could allow the startup users to customize and embed their terms and conditions into proposals. And with space registered NFTs, users can secure ownership of their invested property and would be incentivized to invest for profit. GEOMETRY SYSTEM Third is a set of geometry systems that reflects different spatial program use case scenarios and properties. For example the porosity in minimal surface geometries provide opportunities of vertical transition and an ambiguity of space division to encourage co-working and collaboration scenarios, the cellular modularity system allows module to change and grow in time, and the hypar geometry according to different construction material can provide load bearing large span spaces or light structured coverings.
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2.4 RESEARCH AND PRECEDENTS In order to enable the proposed solutions to help startups overcome challenges, and at the same time to help them launch their businesses in an urban environment such as London, we looked into past precedents to seek properties we can learn from. Three major core ideas that we could extract from the precedents and benefit startup businesses are: creating community centric spaces, provide agency to the space users, and also implementation of a live-work dual presence scenario.
Image 14: Three core ideas to enable the proposed solution extracted from past precedents.
2.3.1 INCENTIVE FUNCTIONS Image 13: Various incentive functions of PARTI-CITIES.
When implemented, PARTI-CITIES is an urban regeneration system that incentivises start-ups and the community to participate through various functions. For example, staking and utilising investments as votes to take part in collective governance of urban generation. Socialise and host events on cyber-physical platforms for collaboration and outreach enhancement. Customise virtual and physical spaces to your needs and can be monetized if well-invested. All in all, PARTI-CITIES is a system that leverages start-up innovations to fuel urban transformation, gravitates towards citizen-centric requirements through digital mass negotiation, and provides adaptive architectural solutions through digitally and structurally informed geometries.
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Image 15: Workshop space in Makerversity. Image 16: Communal and working area in WeWork.
2.4.1 COMMUNITY CENTRIC SPACES
2.4.2 AGENCY TO USER
MAKERVERSITY AND WEWORK
STAKE AND BLOCK BY BLOCK
In the case of Makerversity and WeWork, both successfully creating co-working spaces where a sense of community is accentuated. Through accessing the various shared spaces and programs, people are encouraged to meet and form communities that share connections and generating networking possibilities.
Hence, we would like to further research how could agency be provided to the user to allow mass participation?
However, the space is operated under a centralized system, where the spatial arrangement and use is predetermined by the architect and the companies. Leaving no agency to the actual space user to participate in space customization, and can only choose from the space provided.
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In stake, we can see a model where investments of real-estates are liberated to allow fractional investment to the user. In a way, it provides a platform to allow joint investment in real-estates or space acquiring, providing agency to more users to invest.
Image 17: Image of Stake homepage. Image 18: Roll out process of Block by Block project.
In comparison, the Block by Block project utilizes Minecraft as a community engagement tool. With the easy-to-use interface, people across socioeconomic backgrounds can intuitively visualize the desired living environment in a collaborative manner. Providing agency to the users to participate in space creation.
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2.4.4 STARTUP ISSUES AND SOLUTIONS While London is creating incentives for tech startups to establish businesses, high costs and stakes to launch and sustain are pushing them away from the city center.
2.4.3 LIVE-WORK DUAL PRESENCE SURREAL AND SECOND LIFE Image 19: Image of Surreal virtual meeting interface. Image 20: Image of Second Life gaming interface.
To enhance live-work collaboration and social networking functions, we look into virtual platforms. Surreal is a digital platform created with Unreal engine to provide an immersive and spatial experience to virtual interactions redefining remote collaboration in working scenes other than flat screen based zoom meetings. On the other hand, Second Life has been constructing an on-line virtual world allowing real time interaction to players to socialize, interact, and even trade virtually with tokens exchangeable with the real world. In a way, both platforms are providing spatial experience to virtual interactions transcending physical boundaries and limitations.
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Image 21: Three solutions proposed to tackle the issues for startups in PARTI-CITIES.
There are three major issues startups face: First is the uncertainty in growth. Startups often face unexpected changes in business and would have to respond swiftly by adjusting the scale of its workforce. Second is the economic challenges, often in the start of a startup, the investment and revenue are low and would be difficult to afford prime location and spaces for opportunities and accessibility. Third is the need for networking, where the opportunity to reach out for publicity and seek collaboration is crucial. In response to the issues, we’d like to propose solutions for startup businesses: First is flexibility in space use, which would allow startups to respond to business growth with resilience. Second is a Live-work resource sharing scenario, where as a community, through sharing investments and ownerships, users can gain access to more spaces and programs at lower costs. Lastly, a cyber-physical presence can enhance the networking and social outreach of the user through virtual and physical dual presence.
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CHAPTER 3 GAME
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3.1 GAME PRECEDENTS
3.1.1 BLOCK BY BLOCK + MINECRAFT
Our research is interested in how social dynamics behave and how architecture can integrate this knowledge to build spatially rich and adaptable communities in a given context. Our first step is to simulate these behaviors in a spatial game environment. Every participant’s collection of local activities has a direct impact on the overall spatial configuration and the specific condition of other players.
The Block by Block project utilizes Minecraft as a community engagement tool. With the easy-to-use interface, people of all ages, backgrounds and education levels can directly visualize the desired living environment in a collaborative manner. Empowering the neighborhood residents to model their surroundings, visualize possibilities, express ideas, drive consensus, and accelerate progress.
Specifically, we want to build a game environment in which we can assess the decision-making tree of various agents based on specific parameters. The game has its own set of rules, costs, and rewards that limit and condition each player’s movement. Finally, each participant’s local behavior will decide their living space and will have a positive or negative effect on other players’ conditions.
However, after the proposal created together by the community, each project still requires a conventional process for it to be realized. For example, the workshop still needs to propose the project to local governments and stakeholders to seek approval and funds. In a way, the collaborative potential of a gaming platform is not used to its fullest to enable multiple layers of communication across different stakeholders that shape the community environment.
Image 10: Building Community by Block by Block
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3.2 GAME EXERCISES
Image 11 : Communication Platform by Second Life.
3.1.2 SECOND LIFE How can we achieve an efficient direct participatory system? A system that allows participation of all stakeholders, at the sametime enabling mass scaling, a scale that can face the issue we are dealing with today?
The game experiments described in the following section are a representational game environment in which players interact in order to analyze player behavior. We tested various parameters in these games, such as pathfinding, collaborative tactics, and cost, which fed back into our most recent iteration of the game.
Looking into the current gaming industry, Second Life has been constructing an online virtual world for more than two decades, connecting almost 1 million users, allowing real time interaction to players, places and objects. In the game, players can socialize, interact, build, create, shop, and even trade virtual properties and services with one another with virtual currency exchangeable with the real world. In short, with a gaming platform as such, enabling human-tohuman interaction, space customization, and exchangeable currency transactions, can we imagine a platform where cross stakeholder communication, direct participatory system and scalable bottom-up spatial creation could work symbiotically. A system generating citizen centric architecture and urban surroundings based on community interactions and even further could be manifested in the real world?
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3.2.2 PHASING SCHEME The gaming process is divided in three phases. Voting, investment, and operational. In the voting phase, the community is invited to envision a neighborhood collectively in the community voting game. generating a crowd desired ratio of program requirements and space sharing properties. In the investment phase. The generated outcome from the voting phase is brought into the investment game, serving as a guideline to approximate the results generated by crowd intelligence.
3.2.1 PARTICIPANT SCHEME
While operational, the user can subscribe to the plan generated from the community voting game, and subscription to fees are redistributed to expenses and profits.
In order to envision a direct participatory system, the three major stakeholders are all involved in the game, they are all part of the community, and they are all welcomed to participate in the community voting.
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VIDEO Voting: https:// vimeo.com/542136877
3.2.3 COMMUNITY VOTING 1 Video Link: https://vimeo.com/542136877 In the game, the community can choose to vote for upcoming projects in the area, invest in a project, or subscribe to an existing plan. One can check upcoming projects in the neighborhood, and see the trending topics of each location. Vote for the program they want for that location and put in their preferences in the programs they want.
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3.2.4 COMMUNITY VOTING 2 After the most voted program is determined, people who voted for the program are invited to join the game. The participants are divided into groups, according to the programs they voted for, and the preference of space usage with other people.
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VIDEO Community Game Simulation: https:// vimeo.com/542137920
3.2.5 COMMUNITY GAME RULES Video Link: https://vimeo.com/542137920 The objective of community game is for each group of different preferences of sharedness to maximize their spaces with the lowest subscription fees. For public and semi-public spaces, the subscription fees can be shared meaning groups need to collaborate together in placing the tiles in order to maximize the size of the spaces. The size of space here has a direct effect on their subscription fees, as more tiles placed means more subscription fees. It is important for each group to notice that by playing the game in making a decision of what space to share and what not, each group will end up with different subscription fees.
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Tiles must be placed at the starting tile.
Participants can continue to play on other levels if more than 35 tiles has been placed on the levels below. Again the starting tile shifts.
Only the same type of tiles can be connected to each other.
For Tiple and Double Shared tiles, if more than 25 tiles of the same type has been placed, it automatically generated double height ceiling.
Single Shared tile can be placed next to any types of tiles.
Investors can play the game vertically on level 2. Notice the shifts and changes in the location of the starting tile.
Non Investable area formed due to the double height celing on the level below.
Game continues to play until it reaches the height limit of the game.
There is a start tile which will be used for vertical and horizontal circulation. And there are three types of tiles - Single shared, Double shared, and triple shared. In other words, private spaces, semi-public spaces, and public spaces. These tiles are priced differently, for private it’s 800 coins, for semi-public its 300 coins and for public its 200 coins.
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3.2.6 COMMUNITY GAME SIMULATION Within the four social group categories, we have simulated the game. As an example, if you take a look at turn 3, Group D(blue) has formed 2 tiles of semi-public space. This means Group A(yellow) has a choice of forming an individual semi-public space or to join the spaces with Group D. This choice can be made using a tile with a different edge condition. If the yellow team decides to share, it means they will be getting an extra of two spaces from blue but have to pay more than the price of placing one tile. For blue, this means they now have to share their spaces with yellow but the subscription fee will be lower. It is up to these teams how much they want to collaborate to minimize the subscription fee or to play aggressively in forming individual spaces with high subscription fees.
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In turn 5, notice how the tiles for public spaces are designed to be shareable in all edges. It is likely that the groups will end up with shared public spaces.
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In final turn, as you can see every group has ended up with different spatial choices with different subscription fees. Group D has ended up with the highest subscription fee and it is because they have placed private tile, but also the fact that the semipublic space formed on the bottom right corner isn’t shared with any other group. This is great if they have intended to form an individual space, but if not they are paying full fee of the tiles.
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3.2.7 INVESTOR’S GAME RULES Game played by the community decides the spatial configuration and this guideline is then used to play the investor’s game. Investors invest on the cost of building each tile placed and in return will be taking a percentage of subscription fee paid by the community. Since each sector generates different subscription fees, we have introduced a new pricing system for investors varying from private sector the most expensive to invest with a high return to the public sector with a lowest investing cost with a low return.
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3.2.8 INVESTOR’S GAME SIMULATION Within the four social group categories, we have simulated the game. As an example, if you take a look at turn 3, Group D(blue) has formed 2 tiles of semi-public space. This means Group A(yellow) has a choice of forming an individual semi-public space or to join the spaces with Group D. This choice can be made using a tile with a different edge condition. If the yellow team decides to share, it means they will be getting an extra of two spaces from blue but have to pay more than the price of placing one tile. For blue, this means they now have to share their spaces with yellow but the subscription fee will be lower. It is up to these teams how much they want to collaborate to minimize the subscription fee or to play aggressively in forming individual spaces with high subscription fees.
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As a result you could see that the investors ended up with different investing costs and profits. Investor B and C have invested in the same sectors both earning the profit of 223 credit, but the cost of investment is lower for B, meaning the investor B did better investment.
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3.2.9 RESULTS OF THE GAME Once the game phase has been completed. The quantity of private, semi-public and public space will be calculated at each level. The results are then generated in voxels.
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VIDEO Subscription: https://vimeo. com/542136921
3.2.10 SUBSCRIPTION PLAN Video Link: https://vimeo.com/542136921 After the project is built, the users can sign up to subscription plans generated by them from the process of community voting. Each subscription plan has different levels of access, in regards to spaces to access, degree of sharing of the spaces, also the status of hosting or attending. 63
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3.3 PARTI-CITIES GAME PARTICIPATORY PLATFORM The multi-player participatory platform under development is a system inviting both startups and the community to come together as the driving forces of urban transformation that is playable in desktop and VR mode.
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https://vimeo. com/665424704
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3.3.1 SERVER SELECTION & PROFILING The game utilizes server interface for users to choose location for their start-up proposals or to invest in projects.
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STEP 1.
STEP 4.
Depending on the number of your team members, you can choose to go “Standalone” for a single person business or “ Multi-User” for a shared ownership.
As metioned before, the game utilizes server interface for users to choose location for their start-up proposals or to invest in projects.
STEP 2.
STEP 5.
This is connection method giving the options of entering the game through LAN or Steam network.
The player can print their name or their company to represent different players. The information given will be shared by the other players in the game.
STEP 3.
STEP 6.
Once your number of team member is decided, you can choose to be the host who is the representor of the team or you can login as a team member to visualize the status of your business.
Lastly, player can choose to enter the game in “Desktop Mode” or “VR Mode” of their preference.
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3.3.2 GRID CREATION & LOGIC The Hop Exchange occupies a key location within the Borough and London Bridge area. With proximity to Borough Market, the Borough Yards, and the proposals for Landmark Court, there is enormous potential for the Hop Exchange to act as a link between these schemes.
STEP 3. Shortest path is generated through the use of the algorithm.
STEP 4. Then the shortest path is offseted. STEP 1. In our current development, the attractor node defining the vertical core circulation and the attractor node for pedestrian connection at street junctions are placed around the site, with each node with different connectivity value assigned.
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STEP 2.
STEP 5.
The organizational logic inherent in “shortest path finding algorithm” which is used to optimize the path network of connections between these nodes.
The gap between these offseted curves are meshed in order to form the grid.
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3.3.3 SITE SELECTION The game with the aid of robotic guide called Fixi will give you a guideline to explain the C3 game platform. From how to choose site to purchasing Flexicoins and of course the proposal phases. To start with, you must make a choice of your site.
STEP 3. Please notice that based on the proposal of your business, the choice of your site could be crucial.
STEP 4. Here, please notice that the blue voxels belong to the core site itself and the yellow voxels are the pedestrian, or the bridge generated by the connecting node.
STEP 1. In the map, you have a choice of 5 sites to make your business proposals where each site will be given the vertical core as a starting point of the game which is the attractor node in the grid logic.
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STEP 2.
STEP 5.
You can click on each site and visualize the boundary given by the voxels, the land price, and the atmosphere.
Simply click YES to confirm your choice of site.
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3.3.4 VOXEL ZONING SELECTION The hybridity of the architectural geometry allows us to achieve the best spatial quality depending on the function and spatial requirements where each set of geometries has specific characteristics that can respond to the required spatial criteria and usage based on the output of the platform. STEP 3. The skeletal system is applied to respond to any game decisions generated by the participatory platform where the users have full control over the geometrical output using the alphabet of hot wire cut modules.
STEP 4. The hypar shells with their structural capacity play a load bearing role by being the base for the skeletal system as well as catering for the public programs on the ground floor of the hop. As well as the street hypars that are used to pedestrianise the streets and change them into user friendly spaces.
STEP 1. Once you have decided on the site, you now must investigate the zoning of voxels according to your preference of geometry. The translucent lightweight shells on the roof provide a long spanning space with a minimal concrete structure in order to reduce the loading impact as well as taking advantage of its location on the hop as prime real estate therefore being open on all fronts.
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STEP 2.
STEP 5.
The minimal surface aggregation acts as the vertical core and as a starting point as well as it being the connecting point between all of the different geometry sets. While at the same time hosting functions where the porosity in space and an open floor plan is needed.
Once the choice of the your zone selection is made; it will lead you to puchasing the land.
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3.3.5 INVESTING METHOD & CURRENCY In order to reach maximum crowd consensus, we’d like to implement the concept of DeFi to achieve a Decentralized Autonomous Organization (DAO), where proposals and investments are fueled by cryptocurrency, transactions and execution are governed by smart contracts, and space ownership are registered on multi-layer NFTs. STEP 3. Once the choice of your currency has been made, you can top-up directly from your credit card or bank account to start investing.
STEP 4. Once the finanacial transaction plan has been received, it will display your banking details and transation details for the last time for you to finalize your payment.
STEP 1. The game utilizes cryptocurrency called the Flexicoins to make financial transactions which can be accessed at any time by pressing on the tab key. Through Initial Coin Offering, community centric tokens could be issued. Allowing startups to propose innovative plans to attract tokens as funds, and the community to utilise tokens as votes to fund and build the projects they believe of value.
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STEP 2.
STEP 5.
In this interface you have the choice of currencies to choose from where in the case of Parti-Cities game, you will play with “FlexiCoins”.
If no errors shows, it means your transaction was successful and you will be able to visualize the top-up amount on the bottom bar of the screen.
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3.3.6 SURROUNDING START-UP’S & THEIR PROFILES
3.3.7 PURCHASING LANDS 1 : MINIMAL SRF, CELLULAR & GROUND HYPAR
On the bird-eye view, the player can check and familiarize their neighbour players. For example, the number of land purchased by other players, their business plan and the total cost of their land etc.
a. GRID PRICE VARIATION Every grid is priced differently depending on the location of the cell. The price fluctuates in realtime based on the demands of the cell. If ‘cell x’ is on a high demand, the game will automatically calculate and display higher cost of the cell in relation to its popularity. By selecting the grid it will display its cost, sunlight exposure, view and accessibility etc for the player to make decisions on their business location. The price of the cell is depended on the factors mationed above which it will be explained further on later pages.
Each colour coded grid represents different players. Here, the orange grid is selected where it displays lands bought by Ben Wang who’s business category is software tech in hologram technology. You can also visualize the total number of cells and it’s total cost of the cells he has purchased. Based on who you want to be next to, you can start to plan the location of your business.
Here, the green grid is selected where it displays lands bought by Jamil Bardawil who’s business category is hardware tech in hotwire cut fabrication.
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Here, the yellow grid is selected where it displays lands bought by Yara Manla who’s business category is software tech in VR programming.
You can simply move the mouse around on the grid and click to check the information and details.
Once someone has already purchased land and the ownership of the selected land has been longer than 3 days, you can no longer purchase the land.
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3.3.8 PURCHASING LANDS 2 : MINIMAL SRF, CELLULAR & GROUND HYPAR b. GRID PRICE FACTORS When pressed on the land icon, you can visualize the heat map symbolizing the prices of land. You can also choose to check the prices depending on the sunlight exposure, the view, its connection to the social facilities and the land that is less able to expand. Having these factors in mind, the player can start to purchase their land based on their preferences. Some players might need great views whereas some players might need cheaper lands.
2. By pressing on the view icon, you can visulaize which cells gets the most views. Lands with better views will have higher price.
3. By pressing on the accessibility icon, you can visulaize which cells are mostly closed to the social facilities and circulation cores. Lands with better accessibility will have higher price.
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1.
4.
By pressing on the sun icon, you can visulaize which cells gets the most sunlight. Lands with higher exposure to the sunlight will have higher price.
By pressing on the graph icon, you can visulaize cells that are less able to expand due to the existing building or its surroundings. Lands that are less capable to expand will have lower price.
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3.3.9 PURCHASING LANDS 3 : MINIMAL SRF, CELLULAR & GROUND HYPAR c. BIDDING FOR HIGH IN DEMAND LANDS If one player wants another player’s land, then you simply start on the bidding allowing land on higher demand to be sold at a greater price. This is only capable if ownership of the land has been there for less than 72 hours. If bidding on the land is made after 72 hours, his or her bidding will be invalid.
STEP 2. If you are willing to purchase lands that has been owned by another player for less than 72 hours, then you can highlight the area and start bidding.
STEP 3. The bidding interface will show up showing the minimal bets the player has to make and the bidding history of other players.
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STEP 1.
STEP 4.
To purchase land, simply highlight the cells then press OK. Then It will show you a messege with the total price for you to make the final decisions.
If your bidding was successful, you will get a messege in your inbox displaying your wins.
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3.3.10 PLACING VOXEL 1 : MINIMAL SRF, CELLULAR & GROUND HYPAR a. PRIVATE VOXEL PLACEMENT Once you have purchased the land, you can start to place private or shared voxels categorized into office or living. Private voxel is priced at 500 Flexicoins and shared voxel at 250 Flexicoins.
STEP 2. To place a voxel, simply click on the voxel icon defined by living or office and start placing on the land you have purchased.
STEP 3. Once the voxel is placed, the geometry will be generated procedurally.
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STEP 1.
STEP 4.
Your purchased land will be highlighted in your choice of colour.
Please remember that due to the cellular unit voxels positioned right on top of the ground hypar voxels, it will automatically generate the structure above.
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3.3.11 PLACING VOXEL 2 : MINIMAL SRF, CELLULAR & GROUND HYPAR ZONE b. SHARED VOXEL PLACEMENT Once you have purchased the land, you can start to place private or shared voxels categorized into office or living. Private voxel is priced at 500 Flexicoins and shared voxel at 250 Flexicoins.
STEP 2. Then, place them on offer stating how many people you are looking for.
STEP 3. Then, people who are willing to share with you will send you an offer back to you, where you decide based on their profile who to share with. Once your sharing mate is confirmed; you can start to place the shared voxel.
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STEP 1.
STEP 4.
To place the shared voxel, click on the pink voxel icon and drag on the grid to define the zone.
Once you have confirmed who to share with, the geometry will be procedurally generated. The ownership will be co-owned and smart contract will be executed.
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3.3.12 ROOFTOP HYPAR AGGREGATION MAGNITUDE SYSTEM INTERFACE By each player placing a charged node at the center of the grid and by defining the amount of repulse magnitude by moving on the slider, the different sized space can be formed. The intervals between each magnitude size is set to 3, making small space 3 magnitude, medium 6 magnitude, large 9 magnitude and extra-large 12 magnitude.
STEP 2. Simply click on the node given by the game, then enter the magnitude definition interface.
STEP 3. In this interface, make a choice of the size of the rooftop hypar by sliding on the magnitude slider.
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STEP 1.
STEP 4.
The structural node will be given, connected to the cellular units.
Once the magnitude is defined, the geometry will be procedurally generated.
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3.3.13 MODULE CUSTOMIZATION : GROUND & ROOFTOP HYPAR ZONE a. CELLULAR ZONE
Once the voxel is placed, you can customize it. Each subdivision is priced at 5 Flexicoins, therefore the bigger your furniture means more material usage and more time to fabricate, so will be charged with greater price. In this interface, through the use of algorithms, we are developing a procedural modeling system where the player has freedom to define what furniture and where this furniture will be placed and the scale of it. It will create fabricate-ready modelling with ruled surfaces so the process of construction can be efficiently done.
STEP 2. Then you select the cell you are going to customize first.
STEP 3. It will automatically zoom into your choice of cell. Here, you will be given subdivisions to select from. Through selecting, you are defining the volume of your furniture but also the price of your furniture.
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STEP 1.
STEP 4.
First you choose the areas you are willing to use for your business.
Once your selection is made, you choose an icon representing different types of furniture to generatively generate the furniture. Your cost of customization will automatically deducted from the money you have toped-up.
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STEP 5. You can use the remaining subdivision cells to generate other types of furnitures.
STEP 6. Again, the selected cells will disappear and furniture of your choice will be generated. Also the cost of furniture will be deducted.
STEP 7. Through clicking on the voids, you can customize your window.
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STEP 8. Again, through clicking on the voids, you can customize your door.
STEP 9. Once the furniture configuration is completed, you can end the interface session.
STEP 10. Lastly, you can set materials and colours of your space for a extra FlexiCoins.
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3.3.14 MODULE CUSTOMIZATION : GROUND & ROOFTOP HYPAR ZONE b. GROUND & ROOFTOP HYPAR ZONE Now taking you to the hypar customization interface, you can select on the different magnitude power to define the size of your office, living or service stores, where bigger magnitude will mean higher Flexicoins.
STEP 2. By clicking on the different values of magnitude, you can define the size of your office, living space and service store.
STEP 3. The interval between the magnitude power is 0.5 starting from 2 beign smallest to 6 being biggest space. Bigger the magnitude power will mean higher the FlexiCOINS.
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STEP 1.
STEP 4.
Click on the choice of your voxel to customize.
Once you have made choice, exit the customize interface to view changes to your geometry.
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3.3.15 REQUIRED FUNDS
3.3.16 ON-MARKET MODE
SUMMARY OF YOUR COMPANY AND FUND NEEDED
PLACE YOUR PROPOSAL ON THE “ON-MARKET MAP”
Once customization is completed, you are moving into phase 2 of the game where you are claiming to get the desired investment fund. Here you will display clearly your business plan; the start-up cost including machine cost, employment cost and software cost etc. And also your construction cost which was defined by the decisions you have made in phase 1 for example the land price, voxel price and the customization price.
These business plans will then be placed on the ON-MARKET MAP where investors globally and in the community can view different company’s proposals and invest if they believe in their project. Each company will have a different amount of funds needed depending on how they played the game initially and once the fund is met your proposal will be physicalized. This mechanism to certain extent gives the community power to make decisions on their built environment and make choices of plans that can be beneficial to them.
STEP 1.
STEP 2.
Select the module for it to be place on the “On-Market Map”.
Then, company profiling interface will appear where the summary of the data collected from the game you have played will be displayed. Place your logo and add any information that makes your proposal stand out!
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In phase 3, once the proposed fund is met, your business plan and your space will be physicalized, executed by smart contract. This contract contains terms and conditions such as the % of profit returned to the investors after x amount of time, time for construction and monthly rent fees if you have living cells. The utilization of cryptocurrency and smart contract will provide immediate settlement and allow flexibility in altering the aggregation of space modules.
While in the process of receiving funds, you can rent out “BreakOut Rooms” in the Lobby Space to advertise your proposal.
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3.3.17 INTERACTION MODE 1
3.3.18 INTERACTION MODE 2
a. BREAK-OUT ROOMS
b. LOBBY SPACE FURNITURES
You can also rent the break-out room in the lobby space to present and advertise your business plan to investors. When the event is about to start, the event info would be published on the breakout room screens in the digital lobby, as shown here, the event to promote a startup funding would be free, but startups could also host digital events in cyber space, charged with cryptocurrencies.
In the center of the lobby are furniture working as connection anchors between virtual and physical presence, where further conversation could be held in enclosed sound field chat pods. In addition, the investment map can also be seen in scale from the lobby, and the proposed space could be experienced in virtual if required.
Once your booked hosting event is about to start, you will get an info in your inbox informing the start-time.
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Here, a digital meetup of business proposal keynote is showcased, when being in an event, the user can toggle into first person mode for a more immersive and interactive experience. In addition, as you may have noticed, the attending crowd have different representations in avatar, differentiating user attending from pure virtual and from physical presence of Hop exchange.
Notice how you can make a chat through voice and text interfaces.
In the virtual lobby, fund seeking proposals, space sharing offers and event info are shown on the main screen for users to browse. .
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3.3.19 INTERACTION MODE 3
3.3.20 INTERACTION MODE 4
c. INVITING FRIENDS TO YOUR SPACE
d. VR MODE
You could also enter the first person’s view and toggle between the voxel mode and the geometry mode. Here you can visualize what you have claimed as space and what others have claimed. Once you have entered your space, you have the choice to activate interactive mode where you can invite people to join your space whether to discuss your business plan or how to customize your voxel with your sharing mate.
In the dual presence interface, we would like to create a digital overlap of the hop exchange lobby, where spatial boundary and furniture objects are one to one in scale. (From the physical intervention,) Users can walk into the physical hop exchange lobby, rent VR headsets and enter the virtual presence to socialize and participate in the platform.
The interactive mode can be used through invitation at any spaces of the building allowing you to communicate verbally or by text to have a brief gathering or meeting.
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We have implemented functions for you to draw on the screen and take screen shots for memo purposes.
You can use the VR interface mode to draw, chat and take screen shot.
Displaying your thoughts and continuing your meeting in VR mode will enhance the communication between your team members.
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3.3.21 INTERACTION MODE 5
3.3.22 INTERACTION MODE 6
e. DUAL-PRESENCE FURNITURES
f. RENTING VIRTUAL OR PHYSICAL SPACE & PURCHASING NFT GOODS
You can enter your invested space and hold virtual meeting with the physical through the use of dual presence furniture distributed around the site like the virtual table or the virtual pod. Through this interface, you can meet, socialize and perhaps negotiate your business plans with others.
By clicking on other’s office symbols, you can rent out their virtual or physical office space. For example, if you are soft-ware firm and they are hard-ware firm, their used of virtual office will be minimal. Therefore through sharing their virtual space, the renting fees for both startups can be minimized.
Notice the virtual pod placed around the building in order to allow the dual-presence meeting between the virtual and the physical.
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You can also enter other people’s office and make a communication or negotiate your business plans.
The artist around the neighbourhood or who are dwellers of our platform can display and advertise their art work on the screens distributed around the site. You could also purchase these NFT art work in cryptocurrencies.
Simply click on the other’s office symbol and see what they offer in terms of renting out their virtual or physical space.
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4.1 GEOMETRY STUDIES EARLY ARCHITECTURAL GEOMETRY ITERATIONS The architectural geometry explorations are game aware and informed by fabrication. Several iterations, such as square, polyhedral, and diamond grids have been explored in forms of voxles that could be aggregated in multiple ways and integrated into the game. Additionally, each of the geometry iterations explored a corresponding fabrication technology that would result in architeture that is material and cost efficient.
MINIMAL SURFACE VOXELIZED STUDY The iteration is an experiment of developing a set of spatial element of voxelized minimal surfaces with different amounts of looped edges to evaluate the resultant spatial properties. The minimal surfaces would be fabricated using concrete casting.
Option 01 Aggregation
A
A
B
A
E
C
C
A
D
Option 01 Combination
Option 02 Corner Conditions
Option 02 Edge Conditions
Design Matrix
D
B
D
C
A
C
D
B
D
Option 01 Corner Conditions
Option 01 Edge Conditions
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Option 02 Aggregation
Option 02 Combination
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MIXED REALITY
Image 25: Steampunk by Soomeen Hahm Design.
The iteration focuses on exploring the possibilities of augmented reality platforms such as Microsoft Hololens to achive a hybrid fabrication process that does not need to refer to physical drawings. One precedent proposes concrete sprayed PVC pipes, while another uses wood bending. PRECEDENTS
Image 26: Augmented reality pipe bending.
Images 21, 22, and 23: reBENT by the Research Group 9 of the March 2019-20 Program of the Bartlett School of Architecture (UCL).
Image 27: Hololens App. Image 24: Steampunk by Soomeen Hahm Design.
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POLYHEDRONS The iteration is based on a polyhedral grid containing three types of voxels; a Truncated Cuboctahedron, a Truncated Octahedron, and a Cube. Each of these voxels is further divided to result in numerous possible options for aggregations. The resultant geometry would then be fabricated using concrete 3D printing.
Units’ Configurations
Design Matrix
20 m x 20 m Aggregation Truncated Cuboctahedron Truncated Octahedron Cube
Perspective 01
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Perspective 02
Perspective 03
Perspective 04
Units’ Aggregation
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DIAMONDS
ENCLOSURE
The iteration is based on a diamond grid. Each of the voxels within the grid can join with neighboring voxels. The resultant geometry would then be fabricated using RHWC. UNIT DEVELOPMENT
Unit Aggregations
AGGREGATION
Combinations of Unit Aggregations
Skeletal Structures
UNIT TYPES
1 Unit Small
2 Units Medium
3 Units Large
4 Units Large
6 Units Large Double Height
8 Units Large Double Height
SPATIAL LAYOUT
Combinations of Unit Aggregations
Combinations of Unit Aggregations
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4.2 CO-LAB A SPACE FOR MAKING Co-Lab is a community-driven collaborative pavilion set on a 10x10m grid. The project invites the community to envision a neighborhood, by voting for programs out of a catalog on a designated app. The pavilion is a research initiative to explore architectural geometry, robotic 3D printing, and the possibility of participatory architecture, aiming to contribute to the progression of contemporary urbanism. Architectural Geometry centers around the combination of shapes that ensure structural and manufacture optimality, design for construction and historical methods applied using the technologically advanced tools. It is additionally aligned with and correlative to the improvement of automated and advanced manufacture innovations and design strategies using digital manufacturing. AG was used to provide multiple spatial configurations following the demand set by the users in the voting process.
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The sequence of geometrical manipulations leading up to the gyroid shape and its transformation into architectural from.
4.2.1 FORM FINDING The sequence of primitives shows the recreation of the gyroid shape and the steps taken to design the geometry with the minimal surfaces language. The transition of the geometry was based on how the users will behave in the pavilion, from vertical to horizontal circulation as well as the different types of spaces formed. The different types of spaces were created as well by the editing of heights, to go from single small space to double height large space.
4.2.2 FORM CONFIGURATION The transition from a geometrical shape to an architectural geometry is applied to the design, showcasing how the geometry is altered to create different spatial properties and allowing different levels of interaction where in the beginning it was a repetitive component but as it progressed the rotation angle of each component was edited to make the AG work in a coherent manner as well different levels of openness was applied through the removal of certain components from the form composition.
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The result of the form finding process as a composition of minimal surfaces leading up to the architectural formation by creating the materiality and spaces...
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Definition of a minimal surface:
The term “minimal surface” is used because these surfaces originally arose as surfaces that minimized total surface area subject to some constraint. Physical models of area-minimizing minimal surfaces can be made by dipping a wire frame into a soap solution, forming a soap film, which is a minimal surface whose boundary is the wire frame. However, the term is used for more general surfaces that may self-intersect or do not have constraints. For a given constraint there may also exist several minimal surfaces with different areas (for example, see minimal surface of revolution): the standard definitions only relate to a local optimum, not a global optimum.
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4.2.3 SPATIAL CATALOGUE The spatial catalogue is composed of small, medium and large spaces where each space has a specific composition for it to be formed. Where the small space is composed of a small base and a medium overhang, the medium space is formed from one medium base and a large overhang, and the large space is formed by 2 connected bases forming the space used covered with 2 overhangs and 1 column. As well as the double height spaces which are created by the increase of the heights of the columns supporting the overhang. The small spaces are for 2-3 occupants, medium spaces are for 6 to 8 and large spaces are for 8 to 16 occupants. The circulation is of 2 types. The vertical circulation is created by connecting the base with the overhang where people walk on the pavilion to move upwards where the horizontal circulation is created through the columns of the gyroid.
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SMALL
2 - 3 OCCUPANTS
Office Space 01
Image 28: Robotics lab.
4.2.4 PROGRAM UNITS After establishing a communal voting system and defining the 5 functions to be hosted within the pavilion througgh the game, the three program sizes; small, medium and large, defined during the geometry development phase were further developed where customized furniture was designed to make full use of the units and maximize the user experience. The small typology includes a reception area and three office spaces, the medium includes a coffee shop and two seating spaces, and the large includes a robotics lab, prototyping lab, and an exhibition space.
Office Space 02
Office Space 03
Reception Desk
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MEDIUM
6 - 8 OCCUPANTS
LARGE
8 - 16 OCCUPANTS
Seating Space 01
Prototyping Lab
Seating Space 02
Robotics Lab
Coffee Shop
Coffee Shop
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Image 29: Office space.
4.2.5 UNIT CONFIGURATIONS The five units which fall into three size categories; small, medium and large, are be puzzled in different configurations throughout Co-Lab. In this iteration of configurations, the reception, coffee shop, and seating spaces can be found on the ground floor, while the first floor contains an office space and robotics lab. Similarly, the second floor has an office space and prototyping lab, and lastly the third floor hosts an office space and multipurpose exhibition space.
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GROUND FLOOR CONFIGURATION
FIRST FLOOR CONFIGURATION
Coffee Shop
Seating Space 01
Office Space 01
Reception Desk
Seating Space 02
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Robotics Lab
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SECOND FLOOR CONFIGURATION
THIRD FLOOR CONFIGURATION
Office Space 02
Exhibition Space
Prototyping Lab
Office Space 03
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Image 30: Office space.
4.2.6 FLOOR PLAN CONFIGURATIONS Through placing different sizes and varying programs of choices, the degree of interaction and the scale of communal spaces changes throughout the pavilion. The ground floor, being with the most types of communal spaces, allows for greater openings to the community and can host up to 26 occupants. From the first floor to the third floor, rent offices, an exhibition space and fabrication labs can host varying numbers of occupants thus differentiating the level of social interaction on each floor. The circulation begins first at the area of the staircase, then to the inner courtyard, and through to the program spaces.
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GROUND FLOOR
SECOND FLOOR Office Space
Reception
Seating Space
Coffee Shop
Prototyping Lab
Seating Space Office Spaces Prototyping Lab
Reception Small 2 Occupants Coffee Shop Medium 6 - 8 Occupants Seating Space Medium 6 - 8 Occupants Seating Space Medium 6 - 8 Occupants Total
Total
Small Large
2 -3 Occupants 8 - 16 Occupants
19 Occupants
26 Occupants
FIRST FLOOR
THIRD FLOOR Office Space
Robotics Lab Office Space
Office Spaces Robotics Lab Total
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Small Large
19 Occupants
2 -3 Occupants 8 - 16 Occupants
Exhibition Space
Office Spaces Exhibition Space Total
Small Large
2 -3 Occupants 8 - 16 Occupants
19 Occupants
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4.3 SOCIALHUB A SPACE FOR IDEAS Socialhub is a community-driven collaborative project set on a 20x20m grid. The hub invites the community, investors, and architects to collaborate on a gaming platform to envision a space for the people, by the people. Socialhub is a research initiative to explore the possibilities of participatory architecture, architectural geometry, and robotic fabrication, aiming to contribute to the progression of contemporary urbanism.
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1/4 UNITS
Image 31: Exterior view of a meeting room.
2/4 UNITS
4.3.1 VOXEL UNITS The program development utilizes data collected from the game to aggregate 5x10m voxels. Each voxel can be used as a whole, divided into half, or quarter units that can connect in multiple ways to later create public, semi-public, and private spaces.
4/4 UNITS
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PUBLIC SPACES
Image 32: Interior view of an office space.
88 UNITS
4.3.2 UNITS’ DISTRIBUTION The units that were previously invested in were later distributed into four types. The eighty-eight public units consist of an X-large space, and two large spaces. The twenty-eight semi-public units contain six medium spaces, while the sixteen private units include four spaces. In addition, thirty-six units have been allocated for circulation.
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X1
X1
X1
Large 26 Units
Large 22 Units
X - Large 40 Units
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SEMI - PUBLIC SPACES
CIRCULATION
X2
X2
X2
Medium 4 Units
Medium 4 Units
Medium 4 Units
PRIVATE SPACES
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28 UNITS
36 UNITS
16 UNITS
X2
X2
X1
X1
X1
Small 4 Units
Small 4 Units
Small 4 Units
Medium 8 Units
Large 24 Units
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Image 33: Exterior view of the congregation hall.
4.3.3 UNITS’ AGGREGATION A 20m x 20m grid consisting of 5m x 10m voxels was used to aggregate the units beginning with a vertical circulation core connecting all floors, followed by a reception lobby, recording studio, and office on the ground floor. A debate room and two meeting rooms on the first floor. A congregation hall and recording studio on the second floor. Two meeting rooms on the third floor, and finally three offices on the fourth floor.
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1
VOXELS
2
Voxels Containing Invested Units
5
PRIVATE SPACE
CIRCULATION
6
PRIVATE SPACE
Office Spaces 02, 03 and 04
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SEMI - PUBLIC SPACE
10
PUBLIC SPACE
7
CIRCULATION
Horizontal Circulation
4
PUBLIC SPACE
11
SEMI - PUBLIC SPACE
8
FULL AGGREGATION
Voxels Units
SEMI - PUBLIC SPACE
Meeting Rooms 01 and 02
12
Recording Studio 02
15
PUBLIC SPACE
Reception Lobby
Debate Room
Congregation Hall
14
CIRCULATION
Vertical circulation.
Recording Studio 01
Horizontal Circulation
13
3
Grid Containing Invested Units
Office Space 01
9
GRID
SEMI - PUBLIC SPACE
Meeting Room 03
16
FULL AGGREGATION
Structural Units
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CONGREGATION HALL
Image 34: Interior view of the congregation hall.
4.3.4 UNITS’ PROGRAMS The combinations of units were dictated by the program needs and estimated occupancy of each space. Various functions resulted in several customized furniture objects, which would eventually be robotically hot-wire cut. After the distribution and aggregation of units, the geometry, which will be discussed next, was then able to adapt to the needs of each space.
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4.3.5 VOXEL TO STRUCTURE AG is enabling designers to tackle the 21st century issues with diverse inputs like computational tools, computer graphics , structural design and geometry based way to design for construction which allows us to address the issues facing architecture today. In our projects we use AG to materialize the virtual into the real world as a way of implementing the output from participatory gaming into the architecture that would be discussed later on. As a result of Our game theory where the set of local actions made by each participant had a direct consequence in the overall spatial configuration allowing us to translate the gathered information into voxels. These voxels take an important role in developing architectural geometries where the realization of the virtual into the real world takes place through AG. The architectural geometry development was based on two factors, the space and usage as well as fabrication method.
The first step was transforming the alphabet of aggregated units created by the program into geometry where a series of steps was applied to all the parts making them a structural shell following the voxels grid and connections as ruled surfaces.
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4.3.6 RULES OF CONNECTION After these voxels were transformed to shells a set of rules was applied to each one where when one brace was deleted the two connections to it became thicker by 50%. When 2 braces are deleted the connections linked to it would double in size. The number of braces and thickness is dependent on the location of the parts within the assembly where the units that are load bearing would double in thickness automatically and then the set of rules would apply to them. All the rules were applied while maintaining the ruled surfaces geometry. The transition from a geometrical shape to an architectural geometry is applied to the design. showcasing how the geometry is altered to create different spatial properties and allowing different levels of interaction as well as the spatial hierarchy between different functions where the spaces are differentiated throught the shell encopasing the space.The connections are of different levels of density and thickness but still working in a coherent manner with different levels of openness.
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4.3.7 ENCLOSURE The enclosure system is composed of glazing, hot wire cut curated panels which are extracted from the cutting process and a 3d printed mesh where the negatives of the cuts are the formwork for printing. The set of rules are: Whenever the opening is of 4 edges and up or 3 edges where 1 is not coplanar the enclosure component would be the printed mesh. The use of glazing and closed panels is dependent on the privacy or sharing aspects of each space as well as its location in the assembly and what connection is established with other units.
Image xx: whrufr urh ouwhff owhrofjw.
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ENCLOSURE This is after these rules of architectural geometry development were applied to all the units. The units were connected following the aggregation generated by the game where they become interlocking geometries having connected faces and edges following the rules placed for interconnectivity between units where they create a functional system which materializes the game output. The structural kit of parts has been carefully designed for manufacturing and assembly, while an intelligent linkage system makes for simple assembly and dismantle, allowing for the possibility of reconfiguring the house or recycling any component of the modular kit.
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4.4 HOP EXCHANGE I
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MAKE
Image 15: User experiences.
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4.4.1 PROGRAM TYPES The game provides players with four different user experiences through its program types, enabling them to make, work, co-live, and socialize. These programs can either be private or shared depending on gameplay.
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Image 16: Public reception space.
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Image 17: Shared fabrication lab.
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HOP EXCHANGE LONDON
Image 18: The Hop Exchange’s main facade.
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4.4.2 SITE The Hop Exchange, which is the proposed site for this iteration of gameplay, houses office spaces in a central London location. Apart from the glass-roofed courtyard, the rooftop of the building is flat, providing optimal space for the users to place their voxels on top of.
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Image 19: Shared office space.
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4.4.3 ITERATION A As the rooftop of the Hop Exchange is flat, it provides optimal space for the users to place their voxels on top of. After laying out a 3x3 m grid and three cores, the players place their voxels resulting in the following aggregation of offices, labs, and meeting spaces. Moreover, the public tiles are automatically generated by the overcrowding rule. Several issues with the gameplay have been revealed following iteration A such as the inaccessibility of robotic labs on the rooftop, and the need for more co-living and co-working scenarios among the players.
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Image 20: Shared fabrication lab.
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4.4.4 ITERATION B Several issues with the gameplay have been revealed following iteration A such as the inaccessibility of robotic labs on the rooftop, and the need for more co-living and co-working scenarios among the players. As a result, the back elevation of the building would act as a bridge between ground level robotic labs, and elevated office, meeting, and living spaces in iteration B. Similarly to iteration A, the grid in iteration B is laid out on the roof, however it also extends down to the ground level to provide multiple access points. Cores 1, 2, and 3 are then extended to serve the new extension. More players are investing in larger labs, which cuts down the costs and results in larger spaces. Also, more players are encouraged to invest in live/work units with other players of varying hardware and software tech backgrounds as it both cuts down costs and provides an opportunity to network and socialize with potential collaborators.
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4.5 HOP EXCHANGE II
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Image 35: Structural component.
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4.5.1 SYSTEM : KIT OF PARTS Following the previous Hop Exchange game iteration, it became clear that a new system which allows for more flexibility is needed. Every 4 components of the new 3.5x.3.5x3.5 m grid are supported by a structural component, and within that grid multiple subdivisions form units. These units can then be used by the players to generate spaces of various sizes and functions.
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Image 36: Public hotdesking corridor.
4.5.2 PROGRAM TYPES The first type of program is the office space, which can be shared or private depending on user preference, and small, medium or large depending on the number of units chosen by the users. The spaces can also be single or double height with a mezzanine to accommodate different activities. The second type of program is the meeting space which can host both small private meetings and large congregational gatherings. The third type of program is the lab, which can accommodate user activities such as prototyping, model making, CNC cutting, robot arms fabrication and many more. The fourth type of program is the co-living spaces. Users can opt for fully private living, fully shared living, or combinations of private bedrooms and shared living facilities and spaces. The fifth type of program is the terraces, which can either be private or shared between few or several users. In addition to promoting social interaction, the terraces also help bring in light into more internal spaces of the aggregation. Public spaces such as this hot-desking corridor, the rooftop garden, and several other which will be shown throughout the gameplay are generated as a result of the user actions to connect both spaces and people.
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HOP EXCHANGE LONDON
Image 37: The Hop Exchange’s main facade.
4.5.3 SITE : FACADE RETENTION The lobby of the Hop Exchange acts as a dual presence space connecting the physical to the virtual as shown previously in the game. Unlike the previous rooftop gameplay iterations, the next one aims to start at ground level before moving on to a second phase which would take place on the roof. In order to do that, a façade retention technique is used to preserve the outer shell of the Hop Exchange, while the interior can be populated with the intervention geometry.
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Image 38: Lobby space connection the Hop Exchange to the new intervention.
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4.5.4 ITERATION C The 3.5m grid is initially laid out on site while adapting to site conditions and restrains. As the original first floor of the hop is higher than 3.5m, the grid adapts to the new height. The purpose of this grid is to serve as a guideline for units placed throughout the gameplay. Next, the core is placed in a location which connects the old Hop to the new addition both vertically & horizontally. Then, a public hot-desking corridor is placed adjacent to the façade to create a circulation path along it and connect the two old parts of the Hop together. It also hosts public social activities & hot-desking. The gameplay then continues similarly on the next floors, where players can place their units, participate in meetings with other players in the virtual space to decide if they want to share, then wait for their business plan funding to be fulfilled. If it’s successful then the spaces can be fabricated, and if not then the player needs to replay the game differently in order to get the full funding for their spaces. In addition to the offices, meeting, and lab spaces shown on the first floor, the upper floors also host co-living spaces where the players can create combinations of both private and shared configurations with other players.
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4.6 HOP III
As for the architectural realization of our participatory platform output. Our cycle is based on physicalizing the output both in real and cyber space using architectural geometry of Our game theory where the set of local actions made by each participant had a direct consequence in the overall spatial configuration. The hybridity of the architectural geometry allows us to achieve the best spatial quality depending on the function and spatial requirements where each set of geometries has specific characteristic that can respond to the required spatial characteristics intended.
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HYBRID SYSTEM As for the architectural realization of our participatory platform output. Our cycle is based on physicalizing the output both in real and cyber space using architectural geometry of Our game theory where the set of local actions made by each participant had a direct consequence in the overall spatial configuration. The hybridity of the architectural geometry allows us to achieve the best spatial quality depending on the function and spatial requirements where each set of geometries has specific characteristic that can respond to the required spatial characteristics intended.
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4.6.1 MINIMAL SURFACES. For the minimal surfaces, this is the set dna sequence in which these spaces where generated. These surfaces allow for the connectivity of spaces both vertically and horizontally therefore this was used in order to form the main core of our aggregation hence connecting all different geometries at this central core. While catering for the functions that are allocated to a high number of users and collaborative and co working spaces.
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FORM FINDING The sequence of primitives shows the recreation of the gyroid shape and the steps taken to design the geometry with the minimal surfaces language. The transition of the geometry was based on how the users will behave in the pavilion, from vertical to horizontal circulation as well as the different types of spaces formed. The different types of spaces were created as well by the editing of heights, to go from single small space to double height large space.
FORM CONFIGURATION The transition from a geometrical shape to an architectural geometry is applied to the design, showcasing how the geometry is altered to create different spatial properties and allowing different levels of interaction where in the beginning it was a repetitive component but as it progressed the rotation angle of each component was edited to make the AG work in a coherent manner as well different levels of openness was applied through the removal of certain components from the form composition.
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The term “minimal surface” is used because these surfaces originally arose as surfaces that minimized total surface area subject to some constraint. Physical models of area-minimizing minimal surfaces can be made by dipping a wire frame into a soap solution, forming a soap film, which is a minimal surface whose boundary is the wire frame. However, the term is used for more general surfaces that may self-intersect or do not have constraints. For a given constraint there may also exist several minimal surfaces with different areas (for example, see minimal surface of revolution): the standard definitions only relate to a local optimum, not a global optimum.
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4.6.2 HYPERBOLIC PARABOLOIDS Hyperbolic-Paraboloid structure is doubly ruled with the vertical ribs/ rules are parabolic and the horizontal ribs form the hyperbolic curvature. Along with being aesthetically dynamic, it has also been proven to be structurally efficient due to the shape itself. This form allows us to reach the potential of our fabrication technology as well as the structural and spatial qualities built in the shape.
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HYPARS CONNECTIVITY AND AGGREGATION. Based on the generated connections resulting from the participatory platform algorithm the geometry would adapt by connecting following the directionality of the user input both vertically and horizontally. Where one arch can be a single space and as the aggregation grows the properties of the geometry allows for the spatial development accordingly to achieve units containing more than 5 to 6 spaces while the structural and spatial quality of the hypar is maintained.
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CATALOGUES. Following the strategy development, we started developing scenario based tests of our alphabet to test out how the geometry would respond to game decisions, as a result the alphabet shows the different possibilities of both shared and private where the space could be private but part of an assembly or a stand alone unit while the shared units would be combined into a functional system created by the shell itself.
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ALGORITHM TO 3D SPACE Therefore the guidelines created by the algorithm in 3d space are then translated into the spatial modules where the hypar geometry forms the walls, shells and linkage between the multiple units present in the aggregation.
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4.6.3 SKELETAL SYSTEM
Our geometry is designed in a manner that allows for a responsive system that could adapt to any decision made by the different user groups as well as having the ability to be constantly updated therefore the ever evolving game iterations can be realized physically which leads to an ever evolving architectural setting that is always linked to the user investments and change over time. As well being able to be deployed in multiple setting and function properly.
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ADAPTIVE CELLULAR SYSTEM
Based on the DNA sequence as it was applied to the game decisions of aggregated voxels, these are the set of parts that are a result of that where we have a variation of units aggregated both vertically and horizontally as well as number of modules that form each space which can vary between 1 to 8 modules.
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DNA AND SPATIAL DEVELOPMENT First step was developing a DNA of actions that would apply to the platform’s output that would allow the transformation of the voxel into a cellular system that is designed both for digital fabrication as well for it to be responsive to the updates by the ability to aggregate in numerous ways on the structural grid. Starting from a grid set of voxels and adapting the edge and face conditions followed by repetitive iterations of how the module would deal with the structural component by a negative cot out of its form therefore the plug and play system could be achieved. As a result of the DNA when applied to all the units would result in spatial modules that are sensitive to the technology used as well as the structural setting in which they are placed. Based on the DNA sequence as it was applied to the game decisions of aggregated voxels, these are the set of parts that are a result of that where we have a variation of units aggregated both vertically and horizontally as well as number of modules that form each space which can vary between 1 to 8 modules.
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FACADE TREATMENT As well hot wire cut modules were developed that conform to the pattern of the hop facade which create the spaces for the hot-desking area of the prime facade of the building. As well these modules and hot-desking space is the circulation that allows access to the aggregated spaces. The facade connection allows for the usage of this primary space and creates a space that is open and highly interactive between users unlike the modules that are user specific, this space is open to all user groups which leads to a very vibrant and diverse space in activity and people.
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The hot desking space resulting from the adaptation of hot wire cut modules to the façade pattern of the building therefore utalizung this prime realestate As condensed work space.
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4.6.4 STRUCTURE SYSTEM STUDY STRUCTURE SYSTEM FOR CELLULAR ADAPTABILITY As a research study of how to create a geometry structure for the cellular modularity geometry, relation between modeling procedures, geometry thickness gradient reflecting height transitions, mix-grid and connection between different structure systems are studied.
Iteration A
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VARIATION AND COMBINATION STUDY
Iteration A
THICKNESS VARIATION Study of parameter inputs to control the structural thickness in relation of height transition.
Iteration B
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SYSTEM COMBINATION
Study of applying the structural geometry to a mixed grid layout and various scales of grid.
Study of modular relation between different geometry systems and the possible combination and connection scenarios.
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4.7 HOP EXCHANGE IV
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ROOFTOP HYPARS
MINIMAL SURFACES
PROGRAMMES: •PUBLIC / COMMERCIAL
PROGRAMMES: •PUBLIC / COMMERCIAL
FUNCTION: •REGENERATE AND ACTIVATE ROOFSCAPES
FUNCTION: •CIRCULATION / HOT-DESKING / SHARED SPACES
QUALITIES: •LARGE SPAN / LIGHTWEIGHT / VISUALLY POROUS
QUALITIES: •SELF-SUPPORTING / VISUALLY POROUS
CELLULAR AGGREGATION
GROUND LEVEL HYPARS
STREET LEVEL HYPARS
PROGRAMMES: •CO-LIVING / CO-WORKING
PROGRAMMES: •PUBLIC / COMMERCIAL
PROGRAMMES: •PUBLIC / COMMERCIAL
FUNCTION: •REGENERATE POST-PANDEMIC OFFICE SPACES IN LONDON
FUNCTION: •OPEN UP THE GROUND LEVEL / SUPPORT THE CELLULAR AGGREGATION
FUNCTION: •REGENERATE THE URBAN STREET FABRIC
QUALITIES: •LARGE SPAN / LOAD-BEARING / VISUALLY POROUS
QUALITIES: •LIGHT-WEIGHT / SHADING
QUALITIES: •MODULAR / FLEXIBLE / CUSTOMIZABLE / SKELETAL
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SYSTEM HYBRIDITY The hybridity of the architectural geometry allows us to achieve the best spatial quality depending on the function and spatial requirements where each set of geometries has specific characteristics that can respond to the required spatial criteria and usage based on the output of the platform.
The translucent lightweight shells on the roof provide a long spanning space with a minimal concrete structure in order to reduce the loading impact as well as taking advantage of its location on the hop as prime real estate therefore being open on all fronts.
The hypar shells with their structural capacity play a load bearing role by being the base for the skeletal system as well as catering for the public programs on the ground floor of the hop. As well as the street hypars that are used to pedestrianize the streets and change them into user friendly spaces..
The minimal surface aggregation acts as the vertical core and as a starting point as well as it being the connecting point between all of the different geometry sets. While at the same time hosting functions where the porosity in space and an open floor plan is needed.
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The skeletal system is applied to respond to any game decisions generated by the participatory platform where the users have full control over the geometrical output using the alphabet of hot wire cut modules
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Hybrid Architectural System : Cellular Aggregation.
4.7.1 CELLULAR AGGREGATION Levels 3 up till 4 consist of a hybrid of minimal surfaces & cellular aggregation. The cellular aggregation consists of co-living & coworking programs that aim to regenerate post-pandemic office spaces in London and develop interior urbanism. This type of geometry is allocated to these voxels because of its flexibility, adaptability, and customizability. The cellular aggregation system is based on subdivisions of 3x6m voxels, which are chosen by the game players, and nested within a structural modular system. The players can decide on the level of enclosure vs openness of their voxels before moving on to choosing their furniture according to the desired function of each space, as shown previously in the game. These spaces include co-working, co-living, and public hot-desking spaces. The cellular structural system benefits from robotic hot-wire cutting technology as a construction method to optimize the thickness according to the span and height of structural members. This results in minimal material usage, consequently affecting the overall cost and reducing material wastage.
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STRUCTURAL MODULE
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Single Structural Module
Double Structural Module
Skylight
Hot-Desking Spaces
Public Spaces
Co-Working Spaces
Co-Living Spaces
Congregation Spaces
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CELLULAR AGGREGATION GAMEPLAY
Site Analysis : The Hop Exchange occupies a key location within the Borough and London Bridge area. With proximity to Borough Market, the Borough Yards, and the proposals for Landmark Court, there is enormous potential for the Hop Exchange to act as a link between these schemes.
Facade Retention : Due to the building’s grade II listed status, the external facade and the galleried court beneath the skylight would be retained, while the office spaces can be taken over with our intervention.
Grid Zoning : The 1st & 2nd street levels consist of load-bearing hypars. Levels 3 up till 4 consist of a hybrid of minimal surfaces & cellular aggregation. This type of geometry is allocated to these voxels because of its flexibility, adaptability, and customizability.
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The Hop Exchange : To illustrate that further we’re going to zoom in on a portion of the proto-site The hop exchange, a grade II listed building, was originally a hop & malt exchange which is currently a commercial premises of office spaces & showrooms.
Generated Grid : First, the overall grid is laid out.
Structural System : Then, the structural modules, which are fabricated using robotic hot-wire cutting casted molds, are placed within the 6x6 grid, while morphing with it to generate the structural system which will later carry the cellular aggregation.
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CELLULAR AGGREGATION GAMEPLAY
Voxels (Players 01+02) : To illustrate the aggregation, 3 scenarios will be presented. The 1st 2 players are VR technologies startups.
Spatial Programmes (Players 01+02) : They chose their shared voxels next to the core since they require a large and open congregation space to accommodate their programs, which increased the price of their voxels.
Spatial Programmes (Players 01+02) : The multi-level congregation space benefits from an interactive screen and hologram technology and can be used for VR events or rented out to other startups to host different activities.
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Spatial Programmes (Players 01+02) : The upper level was customized to include an interactive meeting space.
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Spatial Programmes (Players 01+02) : The upper level also includes a more private office space
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Spatial Programmes (Players 01+02) : A viewing platform which overlooks the congregation space is also added.
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CELLULAR AGGREGATION GAMEPLAY
Voxels (Players 03+04) : Next are players 3, an NFT artist, and player 4, a De-Fi startup.
Spatial Programmes (Players 03+04) : They decided to choose cheaper voxels further away from the core because they saw it as an opportunity to display their artwork along the back facade facing the train tracks. Then they moved on to customize their spaces.
Spatial Programmes (Players 03+04) : The interactive space can be used for different activities, while the window can also be used as a display towards the train tracks.
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Spatial Programmes (Players 03+04) : Interactive private meeting room.
Spatial Programmes (Players 03+04) : Office space.
Spatial Programmes (Players 03+04) : Upstairs, the players decided to share co-living spaces with the bedroom voxels located against the front facade and away from the train tracks.
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CELLULAR AGGREGATION GAMEPLAY
Voxels (Players 05+06) : Next are Players 5, a digital fabrication startup, and 6, a robotic programming startup.
Spatial Programmes (Players 05+06) : The Players chose their shared voxels close to the core and facade as they would need easy access to the fabrication lab located within the minimal surfaces on the ground level. Then they moved on to customize their spaces.
Spatial Programmes (Players 05+06) : The lower level consists of a co-working office space, a meeting space, and a flexible working area. Their choice of a smaller and open office space is due to their working time being split between the office and the fabrication lab on the ground level.
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Spatial Programmes (Players 05+06) : The upper level consists of the co-living spaces.
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Spatial Programmes (Players 05+06) : Private sleeping area.
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Spatial Programmes (Players 05+06) : Balcony.
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CELLULAR AGGREGATION GAMEPLAY
Voxels (Public Space) : Following the players’ actions, the remaining voxels in between generate the public circulation according to the overcrowding rule.
Spatial Programmes (Public Space) : The public space is accessible by all voxel owners, and provides circulation across the floor.
Spatial Programmes (Public Space) : Flexible hot-desking and seating spaces.
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Spatial Programmes (Public Space) : Interactive screen.
Spatial Programmes (Public Space) : Flexible hot-desking and seating spaces.
Spatial Programmes (Public Space) : Visual porosity across levels and spaces.
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Automatically Generated Public Space Outcome 344
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CELLULAR AGGREGATION SPATIAL PROGRAMMES
The previous 3 gameplay scenarios are examples of player actions and incentives to share. 346
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Similarly to the previous gameplay outcomes, the entire grid of cellular aggregation is populated through players’ decisions and actions, resulting in interior urbanism. 348
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4.7.2 MINIMAL SURFACES The term “minimal surface” is used because these surfaces originally arose as surfaces that minimized total surface area subject to some constraint. Physical models of area-minimizing minimal surfaces can be made by dipping a wire frame into a soap solution, forming a soap film, which is a minimal surface whose boundary is the wire frame. However, the term is used for more general surfaces that may self-intersect or do not have constraints. For a given constraint there may also exist several minimal surfaces with different areas (for example, see minimal surface of revolution): the standard definitions only relate to a local optimum, not a global optimum.
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DNA SEQUENCE
POROSITY OF SPACE
This DNA sequence was the strategy behind developing the minimal surface aggregation based on a 6x6x3 grid where the connections would be established based on the space formation within the game.
Following the game output allocation of voxels, while maintaining the connectivity between all the spaces, where the function selection would be the guid in which the surfaces would connect to each other, the functions held within these surfaces range from office spaces to meeting spaces as well as flexible work areas. From the core extends a section that was allocated to the hotdesking space as well as the cyberphycial space that connects to the lobby, the properties of the geometry and how its developed allows for the continuous flow of users even within the limits of inner voxels.
These catalogues were developed as a response to any possibility of connections that might result from using this grid system.
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CONNECTIVITY OF SPACES This is the way the minimal surfaces interface with the ground floor hypars funneling the flow of people within this space.
This is the example of the fabrication lab where its open double height with mezzanine floors all connected through the circulation system which is the partition system in itself.
This space is the ground floor cafe that opens up both t the lobby of the hop as well as the ground floor hypars.
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SKELETAL SYSTEM ADAPTATION The skeletal system following the same grid dimensions connects to the surface at the edge points where the modules within the skeletal can be accessed through the core while transferring the load into the curvature of the minimal surfaces and the ground floor hypars while forming the inner enclosure of the functions within these surfaces.
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HOT-DESKING SPACES The porosity of the minimal surfaces works perfectly for the open floor functions where all spaces are connected visually and physically, creating a hub of activity within.
The hot-desking space were this part holds 2 key functions, the cyber physical space that connects to the virtual lobby shown previously where avatars and people can interact
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The hot-desking spaces follow the pattern of the hop facade taking advantage of the prime real estate to generate an active working hot-spot that spans all over the facade.
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4.7.3 HYPERBOLIC PARABOLOID GEOMETRY The hypar form allows us to reach the potential of our fabrication technology as well as the structural and spatial qualities built in the shape itself.
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HYPERBOLIC PARABOLOID TYPES As for the hypar geometry, we are developing three types where each plays a different role depending on the game stage and function of the shell.
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4.7.3.1 ROOF HYPARS The roof hypars have to adapt to the skeletal structural system. These shells are placed based on the grid nodes where they maintain the light wells into the skeletal aggregation as well as the structural flow between roof skeletal and ground floor hypars is maintained as one continuous flow
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ROOF HYPARS AGGREGATION The shells are aggregated with different sizes of small medium large and placed accordingly with the user based decisions made based on different magnitudes provided on the anchor points.
These shells are then bridged and the meshing of these surfaces creates the open translucent lightweight geometry that allows lighting in and the user to experience the location of these shells to the fullest.
The rule of space generation is based on edge conditions where facing edges are bridged.
The roof hypars hold functions like gathering spaces, open offices as well as semi private offices.
By taking the outline of the connected shells this is transformed into the concrete structure connecting all of the aggregated shells As well as holding the fabric mesh
This is the output of this system.
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Alphabets
4.7.3.2 GROUND FLOOR HYPAR GEOMETRY GEOMETRY SYSTEM FOR LOAD BARING HYPARS A research study of creating geometries for the ground floor load baring hypar shells. This geometry should create large public gathering spaces at the same time carry building loads from above. The modeling process have to reflect the grid of the participatory platform, the structural grid, span and performance.
ALPHABETS AND VARIATIONS Basic hypar module unit is first created according to the 6 by 6 meter site grid. This basic module can then adapt to the site grid to create modular alphabets that fits the site condition and spatial requirements. With this set of basic hypar modules, variations would occur according to the structural connection points, height requirements of space and the edge conditions to site. On the next page is a geometry generation process of the ground floor hypars being implemented on site. Reflecting the structural requirements of the cellular aggregation above, and the site parameters and conditions.
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4.7.3.3 PEDESTRIAN HYPARS These hypars are formed of ribs and mesh in order to create a covering for the street that allows for light to perforated through the hypars while creating funnels of users to access the ground floor hypars through the facade
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STREET HYPARS AGGREGATION
The hypars are laid out based on the same grid used within the platform
Taking the outline of the initial grid based shell and applying the catenary structure principal using the outline as anchor points
By taking the shell’s outline and mesh structure generated
This would be the base for the formation of the ribs that would be the structural system of these hypars
The resultants shell from the application of the catenary system
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STREET HYPARS As for the hypar geometry, we are developing three types where each plays a different role depending on the game stage and function of the shell.
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5.1 3D PRINTING ADDITIVE MANUFACTURING 7 Cutieru, An Overview of Digital Fabrication in Architecture.
Any manufacturing process controlled by a computer is referred to as digital fabrication. Despite the constant progression of technologies, they generally fall into one of three methodologies: additive manufacturing, subtractive manufacturing and robotic manipulation of any kind.7 Additive manufacturing, or 3D printing, is achieved by the layering of material. The technology was born in 1983, using stereolithography (SLA), a process involving shooting an ultraviolet laser beam into a mass of photopolymer, which then transforms into solid plastic. There are currently several other processes available, which are quickly evolving. The variety of materials expanded beyond plastics to include metals, glass, clay, nanocomposites, and even human tissue. There are also studies being conducted to create multi-material 3d printers. 7 The architectural employment of the technology seem to have affected the profession slower than desired, even when some milestones have been achieved, such as the first 3d-printed dwelling or the first 3d-printed steel bridge. Regardless, digital fabrication is gradually shifting the paradigm. 7
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Image 25: Aquahoja by Mediated Matter Group.
The digitization and automation of production in various industries, such as smart factories and delivery drones, has proven to be better as they can execute extremely complex tasks without alterations in the manufacturing process or human engagement in any form being required. So Far, the construction industry has been relatively conservative in incorporating novel technologies, such as teaching robots architectural geometry, in fear of it being harder and more time consuming than traditional techniques. Although learning and employing such methods may be harder in the short term, but it is better in the long run. Automated construction systems do not depend on external factors, which means that they can produce reliable, faster, accurate, standardized, and synchronized work resulting in increased productivity and efficiency over time. Architectural geometry can be structurally optimized and materially efficient by using robotic 3D printing. As a result, designing for fabrication and using construction aware technologies ensures a reduction in the amount of energy a building requires to be made.
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Image 28: Analysis of forces.
Image 29: Perspective.
Image 26: Robotic 3D printing of carbon-fiber reinforced ABS.
5.1.2 PRECEDENTS FLOTSAM AND JETSAM PAVILION BY SHOP ARCHITECTS
8 Clarke, Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.
Image 27: 3D printed parts.
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The Flotsam and Jetsam project by SHoP Architects is a component based 3D printed pavilion that is fabricated off-site, then transported on-site for assembly. The pavilion used 75km of carbon-fiber reinforced ABS, and was printed off-site with 2 robots for 10 weeks, followed by 4 days on-site assembly.8
Image 30: Top view.
In the off-site fabrication stage, the structure was printed with a Cellular Fabrication Technology for properties of optimal fabrication speed, customized flexibility, lower production cost and shortest installation time frame. 8
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5.2 ROBOTIC HOT - WIRE CUTTING RHWC 9 “Technologies,” Odico, July 13, 2020, https://odico.dk/en/ technologies/.
Robotic hot-wire cutting utilizes a robotically controlled and electrically heated wire to cut through industrial foams, mimicking the geometry of a provided CAD-model.9 The process allows for efficient manufacture of advanced formwork designs for concrete casting and foam based elements for industrial applications. This can be achieved at a fraction of the time and cost of currently available technologies due to the highly increased machining speed.9 Foam cut-offs and used formwork can be recycled and used for new insulation products or formwork material, allowing for a greatly sustainable production cycle.9
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Image 31: Robotic HotWire Cutting at Odico.
The integration of novel technologies from the fields of architecture, construction engineering and contracting is crucial to realize progressive ways of construction these days and teaching architectural geometry to robots holds the ability of bridging the existing gap between these disciplines. Given this context, the exploration and utilization of architectural geometry is better than the predominant modern-day ways of design and manufacture as it can inform robots such as in Robotic HotWire Cutting. Producing architectural geometry using RHWC has proven to be highly efficient through a series of case studies and examples.
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5.2.2 PRECEDENTS RHWC BENCH BY ZHCODE 10 “Science Museum,” Odico, June 4, 2020, https://odico.dk/ en/cases/sciencemuseum/.
Image 39: Robotic Hot WIre Cut Bench by Zaha Hadid Code.
Image 40: The Winton Gallery of Mathematics at The Science Museum.
The Science Museum in London opened The Winton Gallery of Mathematics in December 2016. The gallery’s goal is to portray how mathematics is integrated in every part of the world that surrounds us. The exhibition design was by Zaha Hadid Architects, and an essential part of it was the complex geometry bench designs. In collaboration with Zaha Hadid Architects, Paragon and Danish high-performance concrete specialist Hicon A/S, Odico manufactured and assembeled a set of 14 unique benches in Ultra-High Performance Concrete. The benches are made of an only 30mm thick concrete shell and lightweight foam core for weight and material efficiency.10 LUSHAN PRIMARY SCHOOL BY ZHCODE China’s mountainous Jiangxi province, Nanchang, was designed by Zaha Hadid Architects to accommodate up to 120 children from 12 surrounding villages with a total population of just 1,800.20 The school, which will consist of a series of barrel vaulted classrooms, will be built in parts by robots completely on site making use of local building materials and applying innovative construction technologies to minimize the amount of components needed to be supplied to its remote location. The on-site industrial robots will employ a hot-wire cutting technique to form foam molds which will be used for the construction of the barrel vaults. The school will be able to provide the children from surrounding villages with buildings taking advantage of optimal natural light conditions through their orientation, roof overhangs to shade large windows, and outdoor teaching spaces which will also act as water catchment areas in case flooding occurs, providing a solution to a critical problem by informing robots with architectural geometry.11
Image 41: Lushan Primary School by Zaha Hadid Architects.
11 Zaha Hadid Architects, Lushan Primary School.
Image 42: Lushan Primary School hot wire cutter process for concrete formwork.
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RHWC
5.3 FABRICATION PROTOTYPE FABRICATION PROTOTYPE EXERCISES The aim of the fabrication prototype exercises is to focus on three goals to inform our future spatial module design; robotic hot wire cutting, material tests and a construction system mock up.
SPATIAL MODULES
Through different topics of testing, we can acquire a more realistic understanding towards the fabrication method, which in turn would help us with creating a suitable fabrication system.
MATERIAL TESTS
RHWC
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CONSTRUCTION MOCKUP
MATERIAL TESTS
CONSTRUCTION MOCKUP
• GEOMETRY
• SUITABLE COATING MATERIAL
• STRUCTURAL COMPONENTS
• DIVISIONS
• EASE OF RELEASE
• CONSTRUCTION SYSTEM
• JOINTS’ ASSEMBLY
• EASE OF APPLICATION
• CONSTRUCTION SEQUENCE
• TIME + COST
• ECONOMIC ASPECTS
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5.3.1 RHWC CONSTRAINTS AND PARAMETERS. The design process evolved in dealing with multiple constraints from the robotic hot wire cutting process. Two major constraints were, the bounding box dimensions and the comfort of the robotic arm movement. These constraints were primarily to deal with the path in which the robot had to initiate the cutting process. After a series of experiments and alterations, we were finally able to achieve a form that was flexible for hot-wire cutting. Realizing that many parts of the negative volume are treated as waste, we wanted to develop a model wherein the negative leftover mass could further be utilized for fabrication. So, the overall mass of the bounding box can be used efficiently. The entire design process was focused primarily on delivering a model which can be used most efficiently, and also resolves all the constraints set out by the robot for hot wire cutting. A ruled surface is defined by the property that through every point in the surface, there is at least one straight line which also ties in the surface. A ruled surface may be thought of as one “swept out” by a straight line moving in space. To describe how such a line moves, first recall that any line is uniquely determined by two distant points which lie on it. Then by choosing two curves, and a suitable map between their points, we can join up points with lines in order to define a ruled surface.
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VOXEL TO STRUCTURE AG is enabling designers to tackle the 21st century issues with diverse inputs like computational tools, computer graphics , structural design and geometry based way to design for construction which allows us to address the issues facing architecture today. In our projects we use AG to materialize the virtual into the real world as a way of implementing the output from participatory gaming into the architecture that would be discussed later on. As a result of Our game theory where the set of ocal actions made by each participant had a direct consequence in the overall spatial configuration allowing us to translate the gathered information into voxels. These voxels take an important role in developing architectural geometries where the realization of the virtual into the real world takes place through AG. The architectural geometry development was based on two factors, the space and usage as well as fabrication method.
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STRUCTURAL GRID Due to the matrial behavior difference between timber formwork and hot wire cut foam, the cast is situ for the structural node is based on the composition placed of the spatial modules that is dependant on the participatory platform output. By using the spatial moduls as a permanent formwork the full assembly could be achived. Each modul is adapted to the compostion of modules around it where the most common unit is the one shown above but the variation between the units is achieved by the imprint within each spatial module that adapts to its height and width. Therefore, the variation that is implemented to the architectural aspect of the composition is automatically followed in a adaptation in structure.
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COMPOSITION One example of the structural units composition with the spatial module guiding the connections cast in concrete with the negative imprint with in the modules.
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COMPOSITION One example of the structural units composition with the spatial module guiding the connections cast in concrete with the negative imprint with in the modules.
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PROTOTYPE
FORCE FLOW
This is the module created in the last hop iteration where the module subdivisions are implemented while taking into consideration the structural loading forces flowing through the shell as well as the cutting path development in order to achieve the intended result.
The force analysis of the load flowing through the module reveild the areas under stress, that are prone to failure, that guided us to design the cutting patterns following the the flow in 3d axis therefore using the loading as a manner in which to keep the module assembly compressed.
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FIRST CUTTING TEST ASSEMBLY
FIRST CUTTING TEST
And also the edge conditions forming a composition of module aggregation that would link to the structural grid. The unit shown here was used for our first cutting test.
For our first test as shown in the simulation and cutting process we learned about the restraints that we had using the hot wire cutting as our technology of choice where the cut paths although cuttable, each part is requiring many paths to be cut as well as the efficiency in cutting needs to be optimized both in the digital prep work as well as the actual fabrication in order to reach the full potential of the process in question. This led us to reiterate on the geometry using new principles which would be discussed later on.
FIRST CUT SIMULATION
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SECOND CUT SIMULATION
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FIRST CUTTING TEST : CUTS 1 AND 2
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FIRST CUTTING TEST : CUT 3
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TEST RESULTS These are the cut results, where we acquired information of extreme cutting geometry and also cutting speed and handling of different material densities.
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5.3.2 MATERIAL TESTS In our material tests, we aim to test for a suitable surface coating material on foam for our fabrication system. Four materials are considered, PVA, flashing tape, liquid latex, and tyvek. Different materials are applied on a ruled surface cut foam and casted to test for the performance of the material and also workable geometry in casting. Two major aspects are considered, the protection of foam from concrete, and the releasing properties between surface material and the concrete. In the first test, two sets of geometries were created then applied with PVA and flashing tape. Three layers of PVA with drying time took three hrs to apply, while flashing tape took around fifteen minutes.
FOAM TESTING MATERIAL
The PVA surface provided a good protection to the foam from the concrete and at the same time a firm grip to the concrete, while flashing tape provided great protection to the foam and very easy release of the mold from the concrete.
CONCRETE
More casting tests will be conducted and the test results will inform the design of the spatial modules and fabrication system.
PVA
Flashing Tape
Liquid Latex
Tyvek
Foam cut geometry.
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01 COATING MATERIAL
PVA:
02 CASTING
PVA
THREE HOURS
FKLASHING TAPE:
FLASHING TAPE
FIFTEEN MINUTES
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03 OUTCOME
PVA
PVA
FLASHING TAPE
FLASHING TAPE
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CHAPTER 6: REFERENCES
6.1 BIBLIOGRAPHY “Population Division,” United Nations, accessed Mar 26, 2021, https://population.un.org/wpp/Download/Standard/Population/. “More Megacities in the Future,” United Nations, accessed Mar 26, 2021, https://www.un.org/development/desa/publications/graphic/world-urbanizationprospects-2018-more-megacities-in-the-future. “Megacity”, Wikipedia, accessed April 25, 2021, https://en.wikipedia.org/wiki/Megacity. “London Set to Become ‘Megacity’ with 11m People by 2050“, BBC, https://www.bbc.com/news/av/uk-england-london-28573606. Andreea Cutieru. “An Overview of Digital Fabrication in Architecture” 29 May 2020. ArchDaily. Accessed 28 Apr 2021. <https://www.archdaily.com/940530/an-overview-of-digital-fabrication-in-architecture> ISSN 0719-8884 Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shop-architects-3dprinted-pavilion-design-miami-103486/. “Technologies.” Odico, July 13, 2020. https://odico.dk/en/technologies/.
Image 10: Block by Block. Accessed April 28, 2021. https://www.blockbyblock.org/. Image 11: “Second Life Is Expanding to Steam.” Second Life Community, August 16, 2012. https://community. secondlife.com/blogs/entry/664-second-life-is-expanding-to-steam/. Image 12: Franco, José Tomás. “Creating Complex Concrete Structures with Augmented Reality and PVC Pipes” [Creando estructuras complejas de hormigón con realidad aumentada y tubos de PVC] 28 Jan 2021. ArchDaily. Accessed 28 Apr 2021. <https://www.archdaily.com/955347/creating-complex-concrete-structures-withaugmented-reality-and-pvc-pipes> ISSN 0719-8884 Image 13: Franco, José Tomás. “Creating Complex Concrete Structures with Augmented Reality and PVC Pipes” [Creando estructuras complejas de hormigón con realidad aumentada y tubos de PVC] 28 Jan 2021. ArchDaily. Accessed 28 Apr 2021. <https://www.archdaily.com/955347/creating-complex-concrete-structures-withaugmented-reality-and-pvc-pipes> ISSN 0719-8884 Image 14: Franco, José Tomás. “Creating Complex Concrete Structures with Augmented Reality and PVC Pipes” [Creando estructuras complejas de hormigón con realidad aumentada y tubos de PVC] 28 Jan 2021. ArchDaily. Accessed 28 Apr 2021. <https://www.archdaily.com/955347/creating-complex-concrete-structures-withaugmented-reality-and-pvc-pipes> ISSN 0719-8884 Image 15: “STEAMPUNK PAVILION.” SoomeenHahm Design. Accessed April 28, 2021. https://soomeenhahm.com/ portfolio-item/steampunk-pavilion/. Image 16: “STEAMPUNK PAVILION.” SoomeenHahm Design. Accessed April 28, 2021. https://soomeenhahm.com/ portfolio-item/steampunk-pavilion/.
“Science Museum.” Odico, June 4, 2020. https://odico.dk/en/cases/science-museum/. “Lushan Primary School.” Lushan Primary School – Zaha Hadid Architects. Accessed March 23, 2021. https://www. zaha-hadid.com/architecture/lushan-primary-school/.
Image 25: Andreea Cutieru. “An Overview of Digital Fabrication in Architecture” 29 May 2020. ArchDaily. Accessed 28 Apr 2021. <https://www.archdaily.com/940530/an-overview-of-digital-fabrication-in-architecture> ISSN 07198884
6.2 IMAGE REFERENCES
Image 26: Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shoparchitects-3d-printed-pavilion-design-miami-103486/.
Image 02: Andrew J. Hawkins, “Alphabet’s Sidewalk Labs shuts down Toronto smart city project”, The Verge, last edited May 7, 2020, https://www.theverge.com/2020/5/7/21250594/alphabet-sidewalk-labs-toronto-quayside-shutting-down
Image 27: Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shoparchitects-3d-printed-pavilion-design-miami-103486/.
Image 03: “An Introduction to Block by Block”, Block by Block, uploaded Sep 5, 2018, video, 2:31, https://www. blockbyblock.org/.
Image 28: Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shoparchitects-3d-printed-pavilion-design-miami-103486/.
Image 04: “Inside Google’s plan to build a smart neighborhood in Toronto”, Engaget, Mar 16, 2018, video, 12:39, https://www.engadget.com/2018-03-16-alphabet-google-sidewalk-labs-toronto-quayside.html. Image 05: “Sidewalk Labs Crowdsources Citizen Input for New Toronto Waterfront Development”, Harvard Business School Digital Initiative, posted Nov 12, 2018, https://digital.hbs.edu/platform-rctom/submission/sidewalk-labs-crowdsources-citizen-input-for-new-torontowaterfront-development/ Image 06: “Town Hall - Feedback Report”, Sidewalk Toronto, posted Nov 1, 2017, https://storage.googleapis.com/sidewalk-toronto-ca/wp-content/uploads/2019/06/13214327/Sidewalk-TorontoFeedback-Report-Town-Hall.pdf
Image 29: Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shoparchitects-3d-printed-pavilion-design-miami-103486/. Image 30: Clarke, Corey. “Branch Technology Unveils SHoP Architects’ 3D Printed Pavilion at Design Miami.” 3D Printing Industry, January 18, 2017. https://3dprintingindustry.com/news/branch-technology-unveils-shoparchitects-3d-printed-pavilion-design-miami-103486/. Image 31: “Technologies.” Odico, July 13, 2020. https://odico.dk/en/technologies/. Image 32: “Science Museum.” Odico, June 4, 2020. https://odico.dk/en/cases/science-museum/.
Image 07: “Block by Block”, Block by Block, last accessed Mar 24, 2021, https://www.blockbyblock.org/. Image 08: “An Introduction to Block by Block”, Block by Block, uploaded Sep 5, 2018, video, 1:46, https://www.blockbyblock.org/. Image 09: “Building Peace In Kosovo”, Block by Block, uploaded Nov 7, 2020, video, 1:26, https://www.blockbyblock.org/projects/kosovo
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Image 33: “Science Museum.” Odico, June 4, 2020. https://odico.dk/en/cases/science-museum/. Image 34: Stott, Rory. “Zaha Hadid Architects Designs Parabolic-Vaulted School Campus in Rural China” 19 Apr 2018. ArchDaily. Accessed 24 Mar 2021. https://www.archdaily.com/892903/zaha-hadid-architects-designsparabolic-vaulted-school-campus-in-rural-china. ISSN 0719-8884 Image 35: Stott, Rory. “Zaha Hadid Architects Designs Parabolic-Vaulted School Campus in Rural China” 19 Apr 2018. ArchDaily. Accessed 24 Mar 2021. https://www.archdaily.com/892903/zaha-hadid-architects-designsparabolic-vaulted-school-campus-in-rural-china. ISSN 0719-8884
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