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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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The computer is being used as a tool for design, but also for making. This opens<br />

the possibility of fabricated buildings such as the ‘Camera Obscura’ in Mitchell<br />

Park, Greenport, New York completed in 2005 by Sharples Holden Pasquarelli<br />

(SHoP). This structure is conceived, produced and assembled in much the same<br />

way that a consumer product would be. It is more like a conventional product<br />

development process than typical architecture.<br />

“The camera obscura is the first building to be 100 percent digitally<br />

designed and computer fabricated, SHoP's partners say. Every piece of<br />

wood, steel, and aluminum - 750 in total - is custom-made and<br />

completely unique…The firm has used this approach on parts of its other<br />

projects but never for an entire structure. That makes the $185,000<br />

camera a modest but important showcase for the firm's ambitious<br />

process, which begins with 3-D modeling software and ends with<br />

construction workers assembling the laser-cut pieces into their finished<br />

form.” (Scanlon, 2004).<br />

Scanlon (2004) points out that this process is distinct from Gehry’s not only in<br />

that the process is digital from start to finish but that it is process-driven rather<br />

than shape-driven. This allows the architects to substantially reduce costs and<br />

means the building does not waste structural resources by creating functionless<br />

forms – a criticism that can be levelled at Gehry. However, SHoP must also<br />

assume greater liability for the finished construction since they are responsible<br />

for the building design and its fabrication.<br />

The scope of how these tools are being used has been extended beyond the<br />

pragmatic aspects of merely assistive technologies. Computer-based<br />

technologies are being used as autonomous, generative tools which increase the<br />

opportunity for new architectural production paradigms, design vocabularies<br />

and methodologies (e.g. biological simulation systems such as genetic evolution<br />

and emergence). Zellner (2000) and Rahim (2002) examine the work of<br />

experimental practitioners who use digital techniques and architectural<br />

methods beyond technique-driven experiments. Similarly, Couture and Rashid<br />

(2002) with their New York-based architectural design and research practice<br />

(Asymptote) present projects that are concerned as much with light, speed and<br />

the virtual as with physical geometries and building systems. Spiller (2002)<br />

provides an overview of projects that use computer-based technologies to<br />

explore the building as more than a static architectural object and terms this<br />

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