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digital aptitudes - Association of Collegiate Schools of Architecture

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SATURDAY, MARCH 3, 2012 - 12:30PM - 2:00PM<br />

Technology Continued<br />

surrounding trees, and creating ‘rooms’ with existing site features.<br />

The design <strong>of</strong> a computer based ‘system’ allows for continuous<br />

tweaking <strong>of</strong> the complex geometry throughout the design process<br />

- without having to remodel the form, for subsequent iterations.<br />

The overall form <strong>of</strong> the project can be manipulated through the development<br />

<strong>of</strong> a parametric system in the s<strong>of</strong>tware program Grasshopper.<br />

This allows variables such as the shape <strong>of</strong> the foot print,<br />

height <strong>of</strong> arches, and dimension and orientation <strong>of</strong> the oculi to be<br />

changed continuously throughout the design process.<br />

Once a parametric solution is selected - a series <strong>of</strong> control lines are<br />

output for each vault form. Following, a computer script - is run on<br />

the control lines, generating a triangulated frame based on a second<br />

series <strong>of</strong> variables including density <strong>of</strong> triangulation and pipe<br />

dimension. Also from these control lines the skin <strong>of</strong> the structure - a<br />

series <strong>of</strong> developable surfaces are produced.<br />

A physical model is used in conjunction with the computer model<br />

and s<strong>of</strong>tware to explore different patterning techniques <strong>of</strong> the<br />

structures skin - which will eventually be fabricated out <strong>of</strong> nylon<br />

sailcloth. A wire-frame armature <strong>of</strong> one <strong>of</strong> the vaults is constructed<br />

and used as a type <strong>of</strong> dress form. Variations <strong>of</strong> the covering are<br />

patterned sewn and fitted to the model.<br />

Molecular City<br />

Roberto Bottazzi, Royal College <strong>of</strong> Art<br />

Description:<br />

Molecular City is an installation presented at the 2010 Future Places<br />

Festival in Porto, Portugal. By taking advantage <strong>of</strong> Augmented<br />

Reality technology, it challenges the tenets <strong>of</strong> contemporary planning<br />

by collapsing real and virtual experience.<br />

Concept:<br />

As technology increases in computational power and user-friendliness,<br />

portable devices will be completely tuned in people’s needs<br />

and desires to their environment. The future <strong>of</strong> augmented reality<br />

technology [AR] will be urban. However, if fields as diverse as music<br />

or the military have already capitalised on such radical advancements,<br />

architecture and urbanism are still largely unaffected by this<br />

revolution. Architects still see themselves as the solitary creators<br />

<strong>of</strong> static physical objects seeking to single-handedly control urban<br />

experience.<br />

Molecular City challenges this outdated vision by speculating alternative<br />

modes <strong>of</strong> planning and experiencing the twenty-first century<br />

city.<br />

Similar to how simple molecules can be aggregated to form complex<br />

organic compounds such as proteins, Molecular City imagines<br />

a condition in which the overall complexity and richness <strong>of</strong> the urban<br />

experience is the result <strong>of</strong> a multitude <strong>of</strong> diverse narratives and<br />

singular gestures. The construction <strong>of</strong> such environment emphasises<br />

contingency and discontinuity over exactness and stability.<br />

By taking advantage <strong>of</strong> AR technology, Molecular City allows the<br />

public to create their collective hybrid city by superimposing<br />

virtual architectures onto the existing city <strong>of</strong> Porto via computer<br />

projection. The physical space <strong>of</strong> Porto becomes a canvas constantly<br />

connected to the endless possibilities provided by virtual<br />

space. The role <strong>of</strong> the architect recedes to the background; the<br />

city transforms into a gameboard where cultural desires and needs<br />

can be seamlessly projected and negotiated. Conflations <strong>of</strong> place,<br />

scale, emotion and history overlay to give rise to a hybrid (half real,<br />

half virtual) urban condition. A library <strong>of</strong> <strong>digital</strong> architectural models<br />

to play with will be provided via either ADS1 student models or<br />

free downlodable models from the Internet.<br />

Banking on the ongoing four-year research on the relation between<br />

<strong>digital</strong> technologies and urban environments, Roberto Bottazzi has<br />

a long experience in creative academic work that hybridise virtual<br />

and actual domains. Our most recent exhibition – at the Royal College<br />

<strong>of</strong> Art in February 2010 – utilised AR to invite the visitors to<br />

play with students’ work to compose their own landscape <strong>of</strong> projects.<br />

Performance-Based Generative Design<br />

Ming Tang, University <strong>of</strong> Cincinnati<br />

This project investigated a collaborative research and teaching<br />

project between the University <strong>of</strong> Cincinnati, Perkins+Will’s Tech<br />

Lab and nD group, and the University <strong>of</strong> North Carolina Greensboro.<br />

The primary investigation focuses on the design and fabrication<br />

<strong>of</strong> building components, derived from performance-based<br />

parameters. The project examines various approaches including<br />

theoretical investigations and proprietary s<strong>of</strong>tware tools for parametric<br />

design.<br />

The project first gives a short historical and philosophical background<br />

to performance-based design, then describes the technical<br />

and algorithmic requirements, and concludes with the examples <strong>of</strong><br />

implementation. With two design courses taught in 2011, the authors<br />

discuss the “shared body plan” as an essential element for<br />

applying generative form-seeking methods in architectural design.<br />

Design methodologies, such as use <strong>of</strong> building performance simulation<br />

tools, genetic morphing, and fitness evaluations are discussed<br />

as new paradigms in generative, performance-based design.<br />

This project also investigates how the large quantity <strong>of</strong> iterations<br />

can be filtered and selected based on the feasibility <strong>of</strong> fabrication<br />

and materialization processes. Using several student projects in the<br />

poster, the authors intend to demonstrate the methods <strong>of</strong> mass<br />

customization and parametric iteration through physical prototyping.<br />

The parameters related with fabrication have been implemented<br />

to generate a large quantity <strong>of</strong> creative solutions, whereas<br />

genetic algorithm functions are introduced as optimizers.<br />

As a conclusion, this poster illustrated the formation process that<br />

nature permits in order to sustain a generative system. The project<br />

analyzes several design and prototyping procedures, and illustrates<br />

how these performance-driven design approaches can be<br />

used for innovative forms, utilizing benefits <strong>of</strong> performance-based<br />

influences in architecture beyond formal assumption and aesthetic<br />

experimentation.<br />

Digital Apptitutes + Other Openings - Boston, MA - 57

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