Enquiry/The ARCC Journal of Architectural Research

The ARCC Board of Directors has re-launched the ARCC Journal as a source for academic dissemination of architectural research. The original journal ran from 2004 until 2010. The journal, now titled Enquiry/The ARCC Journal of Architectural Research, began a new phase of life with the 2012 issue and will be published one to two times a year as an open access online journal. In the next several months, the journal will be moving to ISSN status and apply DOI to articles for document archiving. Enquiry is an open access journal and will be linked into the Directory of Open Access Journals (DOAJ). The digital data structure of the journal now conforms to international standards.

Enquiry is an open submission journal with modalities of research as organising categories. The call for articles is open all year round. Submission is digital via the website. The journal is double blind peer review with both a review board and an Editorial Board.

The journal uses the Open Journal System software and requires authors to register before they may submit an article. More information may be found at the Journal’s website: http://www.arcc-journal.org

ARCC | KING Student Medal Program 2012-2013

The Architectural Research Centers Consortium is pleased to announce the fourteenth annual:

ARCC | King Student Medal for Excellence in Architectural + Environmental Design Research

Named in honor of the late Jonathan King, co-founder and first president of the architectural Research Centers Consortium  (ARCC), this award will be given to one student per ARCC member school. Selection of school recipients is at the discretion of the individual institutions, but will be based upon criteria that acknowledge innovation, integrity, and scholarship in architectural and/or environmental design research.  The award may be made at either the graduate or the undergraduate level.

For more information on the ARCC | King Medal please contact Dr. Brian R. Sinclair FRAIC, Faculty of Environmental Design, University of Calgary, 2500 University Drive NW, Calgary, Alberta, Canada T2N 1N4 email: brian.sinclair@ucalgary.ca

Deadline for submissions is Monday 8th April 2013. You must hold an active membership in the ARCC to submit an King Medal request.

Details on the Web:  http://www.arccweb.org/awards/King_Student_Medal.php

Drexel University Research Report

Dr. Mark Brack, delivered two papers in October on his research regarding
hermitages erected in 18th-century picturesque gardens. One lecture was
in Toronto, Canada, at the Society of Utopian Studies and the other was
given to the Southeast Chapter of the Society of Architectural Historians
at the University of Georgia in Athens.

Nicole Koltick, is the director of the newly formed Design Futures Lab, a
Master’s Interior Architecture + Design thesis research group in critical
design practices and speculative proposals relating to objects, interiors
and environments. The lab currently has 7 students in residence for the
year. The approach of the lab is trans-disciplinary and involves
collaborations with architects, biologists, engineers, computer scientists
and interaction designers in exploring design futures scenarios. The
integration of new developments in these fields translated into potential
objects and environments suggests a new model of interdisciplinary design
research and collaboration.

Nicole Koltick, had an essay entitled Entropic Ecologies: a Prosthetic
Approach published in Volume Magazine, issue #31 Guilty Landscapes.
http://volumeproject.org/blog/2012/05/08/volume-31-guilty-landscapes/

4D Environments and Design: Prototyping Interactive Architecture

Kihong Ku, Philadelphia University

Jonathan Grinham, Catholic University of America

Originally published: Grinham, J. and Ku, K., (2012). 4D Environments and Design: Towards an Appliance Architecture Paradigm, Digital Aptitudes + Other Openings, Proceedings of the 100th ACSA Annual Meeting Conference, March 1-4, 2012, Boston, MA

INTRODUCTION

In his book ‘Cognitive Surplus: Creativity and Generosity in a Connected Age,’ a study of the new media culture, Clay Shirky (2010) presents an anecdote that illustrates a paradigm shift within our modern culture. Shirky recounts a friend’s story of his four-year old daughter suddenly rising to her feet mid-movie and beginning a vigorous search behind their television screen. The friend, from his own childhood experience, assumed the child was searching behind the screen for the people she was seeing on-screen. When asked, ‘what are you doing?’ the child responded, ‘looking for the mouse.’ This anecdote is used by Shirky to represent the new media culture in which we live; a culture that, in many ways, is more perceivable to a four-year then it is to previous generations. Shirky states, “here’s something four-year olds know: a screen without a mouse is missing something. Here’s something else they know: Media that’s targeted at you but doesn’t include you may not be worth sitting still for.” The four-year-old protagonist represents a societal and generational shift from a culture of media consumers to a culture of media producers. More importantly, the four-year-old represents the inescapable future of a culture whose members expect malleable, interactive and user-oriented environments. Shirky’s story establishes the tone for this paper, which readily accepts that architecture, both professional and academic; currently exist within this new media culture.

The proliferation of household appliances with embedded microprocessors such as fridges, washing machines, or smart handheld devices such as the iPhone or tablet have changed the interaction space with computers beyond the computer screen and mouse. With the notion of ubiquitous computing which Weiser (1991) characterized as the ‘internet of things’ objects occupy both physical and virtual space (Dade-Robertson 2011). Within this context we examine interactive architecture to explore the convergence of robotics, architecture, and open source computing to ask the following questions: Can architecture actively and dynamically change physical environments in real time while becoming a social medium? Can architecture connect the virtual and the physical? Can architecture become an interface to connect what were once thought to be disparate ideas and worlds?

RESEARCH APPROACH

The first author established in the fall of 2009 the PARTeE (Prototyping in Architectural Robotics for Technology enriched Education) Lab as an interdisciplinary design group that explores the implications of interactive architecture through integrating computationally driven physical kinetic systems and components into buildings and spaces to meet changing human needs. The laboratory was initially funded by the Center for Creative Technologies in the Arts and Design at Virginia Tech. This endeavor currently continues at Philadelphia University and its outcomes and methods have been adopted and grown through a series of design studios and projects led by the authors.

Theoretical explorations and case study research on related projects such as the REEF project by Rob Ley and Joshua Stein offered initial conceptual insights. Practical explorations of architectural scenarios involved design experimentation and prototyping through model construction. Various digital media and techniques were utilized for rapid prototyping purposes such as 3D modeling with the Rhino software, laser cutting, solid deposition 3D printing and a variety of robotics technologies (e.g., photoresistors, thermosensors, LEDs, servomechanism, etc.) and architectural materials (felt, polystyrene, acrylic, wood, etc.).

THEORETICAL FRAMEWORK

Research in the field of user-to-user and user-to-object interactivity has established a large body of literature which describes the intricacies and evolution of the many studies of interactivity, responsiveness, and computational intelligence. In the field of architecture interactive design is popularly described as an emerging field, however, it is more accurately described as a ‘re-emergence.’ We must look at a brief history of interactivity as it relates to architecture to understand this re-emergence and its significance to the questions established above.

The term ‘interactive design’ was coined in the late 1980’s by Bill Moggridge of IDEO and Bill Verplank of Xerox. However, the first emergence of interactive design can be found in the studies of cybernetics in the late 1960’s and the formation and continued research of MIT’s Media Lab. In his 1969 article, Toward a Theory of Architecture Machines, Nicholas Negroponte, the founder of MIT’s Media Lab, asked, “Can a machine deduce responses from a host of environmental data?” (1969). This question and others developed in the Media Lab sought to realize the computer and its algorithmically driven logic as a partner or “associate” to its human design counterpart, ultimately developing a theory of “humanism through machines” (Negroponte, 1970). The exchange of data, introduces an essential element of interactive architecture—the feedback loop. Interactivity describes systems that have the ability for a participant (either human or computer) to exchange information while evaluating the received information against a regulatory system, rationalize about the data and produce a given exchange of data. Typically, these exchanges are considered to show intelligence. This reading of intelligence must be clarified. In its most root form the computer shows a form of intelligence, what is described as the ability to solve problems through a codified set of procedures or rules; however, unlike humans the computer is not aware of, nor able to reflect upon this action (Terzidis 2008). The need to program the intelligence by a human counterpart presents a fundamental problem in the study of interactivity. Tristan d’Estrée Sterk of the Office of Robotic Architectural Media & Bureau for Responsive Architecture [ORAMBRA] describes that early studies and development of interactive architectures struggled to find its foundation due to the architect’s inability to construct the computational and structural systems needed to realize the vast complexity of interactive architectures. Instead, the studies found residency in the fields of mechanical, electrical and structural engineering (2003).

Understanding how the architect approaches the opportunity of programming intelligence provides a two-fold framework for this paper.

Intelligence and Interactive Architecture

We first examine two approaches that show the programming of intelligence in an architectural context. Two studies began in the late 1990s. MIT’s House_n and University of Colorado’s Neural Network House established frameworks for understanding a ‘smart’ or intelligent home. Both studies recognized that a completely autonomous, pre-programmed intelligence has potential pitfalls in relation to decision-making and end user operability. As stated by both lead researchers of the projects, Stephen Intille and Michael Mozer, these systems carry a complexity that lacks transparency, are considered too complicated to be programmed by the user, require professionals to adjust and maintain the system and each user (home) requires customization to address the nuances of day to day decision making. For these reasons the two studies strived to provide a more efficient user-to-object exchange.

The University of Colorado’s Neural Network House uses an autonomous system; however, the research focuses on the capacities of a heuristic mechanism within the programming. In this scenario the house’s programmed intelligence is able to learn about the habits and needs of the user through a series of subtle user-oriented tests (i.e., if the lights are left on before entering a room, will the user immediately turn the lights on?). From this data the system measures the needs of the inhabitant against those of conserving energy, in what Mozer calls an ‘optimal control policy’ (Mozer 1998). This framework uses an algorithm to measure the dollar cost of energy conservation against the dollar cost of the relative discomfort of the user. The two data sets are evaluated and a decision is made based on the relative ‘cost’ of a system’s actions. The result is an autonomous home which is capable of learning the habits of its users, associating a real world cost to those habits and making a calculated decision based on opportunity cost.

MIT’s House_n takes a different approach to object-to-user exchange. In addition to the issues of automation identified above, Intille (2002) identifies the need to empower people with information that facilitates decision making while reducing the feeling of loss-of-control, which he explains can be psychologically and physically debilitating (Intille 2002). The House_n, therefore, approaches the smart home as a ‘teaching home’ (Intille). This scenario illustrates a pervasive physical computing system which instead of actively making decisions and producing given responses, uses algorithms to display an indicator of how the home could be working more effectively (i.e., an LED on a window indicating that current conditions would be a good time to use passive cooling). If the user responds to this indicator, the systems then projects information graphics about potentially more efficient configurations. This system works to both produce a more efficient control of the house’s energy as well as allow the user to make decisions which could be too complex for an algorithm to control and ultimately empowers the user to feel a sense of control.

The research of the PARTeE Lab identifies and adopts these two frameworks as important references in the design of user-to-object interactivity. Adapting these models, we developed ‘a2o’ a physical prototype and explain in the next sections how this system weaves object intelligence through a user-driven hierarchy that facilitates user-to-object interactivity. It is also illustrated how the use of social tools, such as Second Life (a free 3D virtual world where users can socialize, connect, and create using avatars, http://secondlife.com/) and Twitter (a social networking tool, https://twitter.com/) enhance user operability.

The New Generators and Open Source

To study the re-emergence of interactive architecture and its social implications, the PARTeE Lab studied the resultant effect of Negroponte’s ‘humanism through machines’ on our modern culture. In one way the re-emergence of interactive design can be thought of as a ‘self-fulfilling-prophecy.’ The study of interactivity seeks to create easier exchanges of information between users and objects. Therefore, one would hope, it could solve its own problem, ‘the architects’ inability to construct the computational and structural systems needed to realize the vast complexity of interactive architectures.’ The solution, or emergence, is the new media culture that has produced communication technologies capable of enabling and facilitating user-to-user interactivity, as well as interactivity between user and information at an exponential rate. Henry Jerkins, a leading researcher in the field of new media notes in his publication (Jerkins et al., 2006), ‘confronting the Challenges of Participatory Culture: Media Education for the 21st Century’.

According to a 2005 study conducted by the Pew Internet and American Life project (Lenhardt & Madden, 2005), more than one-half of all American teens—and 57 percent of teens who use the Internet—could be considered media creators. For the purpose of the study, a media creator is someone who created a blog or webpage, posted original artwork, photography, stories or videos online or remixed online content into their own new creations. Most have done two or more of these activities. One-third of teens share what they create online with others, 22 percent have their own websites, 19 percent blog, and 19 percent remix online content.

Thus interactive architecture resides in a new media culture driven by younger generations. Within the new media culture, a major shift is the decentralization of knowledge to online participatory / user communities. This shift produces a two-fold paradigm change that is essential to the understanding of the re-emergence of interactive architecture. First, it represents a culture, specifically ‘Generation I’ (internet generation) that has grown, or emerged, into an environment of interactivity. The new media culture’s communication technologies have enabled and facilitated user-to-user interactivity resulting in a new generation that has come to expect an open flow of data, social interaction and adaptable user-oriented devices, products and environments. David Marshall (n.d.), Chair of the Department of Communication Studies at Northeastern University in Boston, describes the new media culture, ‘These cultures, in their dynamic relationship with products, networks, hardware, software and practices are constantly changing in sometimes profound and sometimes banal ways’. Architecture, through its design processes, its adoption of computer software and its formation of global design communities, has become a nodal point in the complex network of information exchange within the new media culture. Not only has social media influenced the ideological concepts of architecture but also architectural form has become a host to a culture whose members expect malleable, interactive and user-oriented environments. Ingeborg Rocker of Harvard University’s Graduate School of Design explores social implications of Partick Schumaker’s early writings on parametric architecture (a design ‘style’ within which interactive architecture resides). She states, ‘Architectural and urban form were thus to be comprehended as an aesthetically condensed intelligence as the materialization of the logics of inhabitation, and ultimately as the materialization of the new social relations that those logics began to set forth’ (Rocker 2011). Second, the shift has produced a new perception of who the producers of information are and who possesses authoritative view of its content. This shift is especially important as a research framework adopted by the PARTeE lab. The new media culture, specifically open source hardware and software such as Processing, Grasshopper, Wiring and Arduino have increased accessibility to electronics and physical computing, and their user generated forums and ‘wikis’ have provided architects with a new capacity to design complex systems within interactive design. These computational open source technologies paired with the computerization of fabrication such as computer numerically controlled (CNC) cutting systems and 3D printers allow for a new and fertile architectural research platform— interactive design.

PROTOTYPING

Architectural Scenario

The physical construct, a2o [eh-too-oh], was developed as a full-scale prototype designed using Michael Fox’s classification of dynamic kinetic structure (Fox and Kemp, 2009). These systems are understood to be singular systems able to actively influence localized climates within a building system. In the case of a2o, the design was based on the narrative of a sun-shading interface and focuses on weaving autonomous decision-making intelligence with a user controlled feedback loop. During the course of this research another layer of ‘social-emotive’ interactivity emerged through the use of social media environments, in this specific case the Second Life virtual environment and Twitter. The weaving of these systems required an intelligent, user-oriented hierarchy which produced a series of rule based relationships to real-time sensory data and physiological and psychological needs of the user. However, before understanding this relationship we must first introduce the physical architecture. The actuation of programmed intelligence requires equal physical logic and necessitates interdisciplinary research; the result is new micro-morphologies within the study of architecture. Contemporary architecture can be understood to be the architecture of the diagram (Eisenman 2010). Within our research the superposition of the architectural diagram with the physical computing diagram results in an emergence and synergy wherein the computational structure informs the architectonics of the project.

When approaching the physical design of the prototype the team envisions a bottom up design for the physical construct within a layered hierarchical computational logic. This approach identifies multiple factors. First, a plug and play nodal design is adopted, narrowing the scope of the project from a building to a part of the building. We focus on a fenestration element that collects data from localized spatial and environmental conditions. Second, the part-to-whole diagram matches the computational logic diagram. a2o is composed of a series of units, or ‘pixels,’ containing dedicated sensors [proximity, haptic and light] and dedicated actuators [servomechanism, RGB LED, speaker]. Sensory data collected by each individual unit is relayed to a master controller - in this case an Arduino microprocessor – which controls an array of units. This master controller is itself a ‘slave’ to a master controller at a higher level resulting in a series of pixels within pixels. This laying of physical computing logic structure, described as cellular automata, allows for the partial system to be expanded as each pixel within the system becomes a unit within the subsequent pixel. Ultimately, this structure becomes the base for the computational hierarchy of a2o’s object-to-user exchange.

Passive / Active Autonoumous intellegence

The first level of user-to-object interaction is what we consider a passive /active autonomous system that seeks to produce an architecture that is capable of making low-level decisions relative to spatial conditioning and energy conservation. As stated above these systems tend to lack programming transparency as well as a capacity to encapsulate all the parameters of decision-making. Therefore, the system uses a swarm agent model to produce a low-level passive autonomous response, what could be considered as the system normative state. Swarm intelligence produces collective behaviors of unsophisticated agents interacting locally within their environment, causing coherent, functional global patterns to emerge (Maher & Merrick, 2005). Through localized light sensors the system measures the light levels falling on individual units. Throughout the day as light levels increase individual units respond by contracting embedded linear servomechanisms, resulting in a compression of the polymer shell which produces a differentiated shading pattern across the field of agents, responses that could be associated or read as blossoming or flocking. In turn, the blossoming effect increases the units profile and reduces solar gains falling on the surface beyond.

At a slightly higher level of intelligence, the individualized response of the agent models allows the system’s intelligence to actively respond to the user’s need. In this scenario the system makes an assumption that the proximity of the user to the window infers a desire for a viewing (Figure 1). The system then uses a gestural interface to allow for controlled mitigation of solar gains while also producing isolated views and privacy. The use of a gestural interface produces a novel understanding of phenomenology and anthropomorphic within design. Rather than turning a system ‘ON’ or ‘OFF’ or prescribing a daily routine, the gestural interface allows for an adaptive, playful and user-defined interaction, the result is a kinesthetic, haptic and optical reading of the a2o that is understood as awareness, intelligence and otherness.

Figure 1: a2o prototype reacting to user vicinity and creating shades of gradient

Social Medium

The importance of new media to both cultivate and produce a re-emergence in interactive architecture also begs the question whether architecture is or, can inherently become, a new form of social media. Within this layer of intelligence a2o is capable of being aware of user interaction relative to time. Therefore, if the system has not been active within a given time, or it begins to recognize patterns of low or no interactivity, for example if the user is away, the system can seek out the user’s ‘digital-self.’ Figure 3 illustrates the data connection scheme of a2o and the Second Life and Twitter environments.

The first level of social interface allows the user to tele-operate and tele-monitor the system. a2o uses Pachube, a real time internet data host, to connect to Second Life. The use of the Second Life virtual environment allows users to remotely operate and monitor the status of a2o through their avatar (Figure 2).

Figure 2: Second Life representation of a2o

Second Life, currently the most popular general-purpose 3D virtual world, was used as a proof-of-concept test. Buildings or objects in a 3D virtual environment are more expressive and intuitive because of the one-to-one proportional relationship to the real world, whereas 2D graphic user interface (GUI) methods such as web interfaces or typical computer applications, although popular, provide a less easily visualized environment and therefore lack a transparent one-to-one understanding of virtual and real world stimuli. a2o in Second Life asks how will we virtually interact with physical environments in the future?

The second level of research explores the capacity of emotive data. Connecting to Twitter allows for a new social awareness. Not only can a2o ‘tweet’ emotive statements called from a pre-program vocabulary that is algorithmically prescribed relative to environmental and interactive conditions. For example, when no users are present a2o can playfully [subject] tweet ‘come out come out wherever you are.’ a2o can also ‘follow’ friends (users), parse their tweets for recognizable emotive words, and produces a given spatial response through kinetic movement and RGB kinetics. As an architectural interface, twitter may allow for a proactive physical response. If the system recognizes that the user(s) current Tweets contain a majority of negative words, the system can preemptively open the units of a2o to provide the user a more well lit and inviting environment upon return, potentially improving the user’s physiological well-being. Through the connection of a2o and Twitter we ask how data flows related to social media will be expressed architectonically.

Figure 3: a2o connection to Second Life and Twitter

User Override

The use of interactive design subassemblies required that their program and function be transparent and malleable. Much of the media culture within which interactive research resides presents data and information through GUIs, tablets, pads and screens. Through its program, ubiquity and materiality, architecture invites a more transparent one-to-one interface capable of enabling its users to feel a sense of control.

Kinetic memory allows users to physically train the actuation of a2o. Through a series of kinetic sensors, an action placed on a single unit, such as compression, can be mapped proportionally to the actuation of the servomechanism producing a one-on-one replay of the action by the other units in the field. The kinetic memory is analogous to the simple act closing the blinds. Although a2o’s intelligence may be understood as complicated by a user, kinetic memory is a form of user override and represents the highest level of the system hierarchy (this is not to say the most intelligent, rather it overrides all other controls). Interactions can also be stored in the memory of the Arduino microprocessor allowing the user to record an action placed on one of its units in a given period of time and replay the action over variable time intervals and intensities. The result is a user-oriented physically programmable surface capable of emergent patterning that can be described as fluid, pulsing, wave-like or bubbling. We suggest through kinetic memory new possibilities for forms of individualized creative expression.

CONCLUSION

The PARTeE approach focused on combining computation, robotics, and virtual worlds with rapid prototyping. Through the prototype we presented a way to understand how architecture as 4D environments can be conceived, designed and produced. As architecture seeks out a post-digital ‘ism,’ it realizes the tools that have been developed for architects have allowed its process to become analogous to those of fashion and the new media culture it resides in. a2o and the work of PARTeE does not seek to answer what architecture is, but rather ask what can it do? The ever-expanding toolkit of off -the-shelf robotics, open source computing, and user generated information communities have lowered the barriers-to-entry for designers to explore this question. a2o’s development as an advanced working prototype provides a construct in which questions can be asked: Can architecture actively and dynamically change physical environments in real time while becoming a social medium? Can architecture connect the virtual and the physical? Can architecture become an interface to connect what were once thought to be disparate ideas and worlds?

REFERENCES

Dade-Robertson, Martyn. The architecture of information: Architecture, Interaction Design and The Patterning of Digital Information. London: Routledge, 2011.

Eisenman, Peter. “Diagram An Original Scene of Writing.” In The Diagrams of Architecture, by Mark Garcia, 92-103. West Sussex: Wiley & Sons ltd, 2010.

Fox, Michael, and Miles Kemp. Interactive Architecture. New York: Princton Architectural Press, 2009.

Hegel, Georg Wilhelm Friedrich. Science of Logic. New York: Cambridge Unversity Press, 2010.

Intille, Stephen S. “Designing a home of the future,.” IEEE Pervasive Computing, April-June 2002: 80-86.

Jerkins, Henry, Ravi Purushotma, Kathrine Clinton, Margaret Weigel, and Alice J Robison. “Confronting the Challenges of Participatory Culture: Media Education for the 21st Century.” New Media Literacies. The MacArthur Foundation. 2006. http://www.newmedialiteracies.org/files/working/NMLWhitePaper.pdf (accessed 12 10, 2010).

Leddy, Thomas. “Moore and Shusterman on Organic Wholes.” 49 (1991): 63-73.

Maher, Mary-Lou, and Kathryn Merrick. Agent Models for Dynamic 3D Virtual Worlds .

Marshall, David. New Media Culture. http://www.newmediacultures.co.uk/.

Mozer, Michael C. “The Neural Network House: An Environment that Adapts to its Inhabitants.” American Association for Artificial Intelligence Spring Symposium on Intelligent Environments. Menlo Park, CA: AAAI Press, 1998. 110-114.

Negropnte, Nicholas. The Architecture Machine. Massachusetts: The MIT press, 1970.

Negroponte, Nicholas. “Toward a Theory of Architecture MAchines.” Journal of Architectural Education 23, no. 2 (1969): 9-12.

Rocker, Ingeborg. “Apropos Parametricism; If, in what style should we build?” Log, Winter 2011: 89-100.

Shirky, Clay. Cognitive Surplus. New York: Penguin, 2010.

Sterk, Tristin. “Building Upon Negroponte: A Hybridized Model of Control Suitable for Responsive Architecture. Digital Design.” 21st eCAADe . Graz (Austria), 2003. 407-414.

Terzidis, Kostas. “Design inside the Chinese Room.” International Journal of Architectural Computing, 2008: 361-370.

Weiser, Marc. “The computer for the 21st century,” Scientific America, 265, no. 3 (1991): 94-104

Land Arts of the American West at Texas Tech University

Texas Tech University College of Architecture and the Louise Hopkins Underwood Center for the Arts (LHUCA) announce Land Arts 2012 Exhibition. An opening reception will take place from 6-9 p.m. April 5 at the LHUCA Warehouses at 1001 Mac Davis Lane in Lubbock, Texas.

The exhibition culminates the semester-long interdisciplinary field program Land Arts of the American West at Texas Tech in the College of Architecture and presents documents, objects and constructions by Zoe Berg (art student at University of Texas at Austin), Katy Chrisler (poet with MFA from Writers Workshop at University of Iowa), Cade Hammers (architecture student at Texas Tech), Luis Martín Medina (architecture student at Texas Tech), Maura Murnane (New York based artist), Colleen O’Brien (art student at Texas Tech), Jigga Patel (architecture student at Texas Tech), Nicholas Pierce (poetry and creative writing student at Texas Tech), Arie Ruvinsky (artist with BFA from Goldsmiths Univeristy of London), Cecilia Stewart (architecture student at Texas Tech). Chris Taylor, director of Land Arts of the American West at Texas Tech, leads the program and was assisted in the field by Texas Tech alumni Jose Villanueva. Land Arts 2012 field season was made possible with generous operational support from Andrea Nasher and support from the James Family Foundation.

Land Arts of the American West is a field program investigating the intersection of geomorphology and human construction. Land art or earthworks begin with the land and extend through the complex social and ecological processes that create landscape. Encompassing constructions that range from petroglyphs to roads, dwellings, monuments and traces of those actions, earthworks show us who we are. Examining gestures small and grand, Land Arts directs our attention from potsherd, cigarette butt, and track in the sand, to human settlements, monumental artworks, and military-industrial installations. Land Arts is a semester abroad in our own back yard investigating the American landscape through immersion, action and reflection.

Students participating in the 2012 field season traveled 6,000 miles visiting locations across the Southwest camping for two months as they explored natural and human forces that shape contemporary landscapes—ranging from geology and weather to cigarette butts and hydroelectric dams. The itinerary included: White Sands, Jackpile Mine, Laguna Pueblo, Chaco Canyon, Muley Point, Moon House, Bingham Canyon Mine, Spiral Jetty, Sun Tunnels, Center for Land Use Interpretation Wendover, Double Negative, North Rim of the Grand Canyon, Galisteo, Marfa, Cabinetlandia, Gila Hot Springs, Mimbres River, Chiricahua Mountains, Coolidge Dam on the San Carlos Apache Indian Reservation, Plains of San Agustin, Very Large Array, and The Lightning Field.

In recent years developments emanating from Land Arts of the American West continue to multiply. In 2011 the New York Times published a feature on the program and filmmaker Sam Douglas, creator of Citizen Architect, began work on a new project about Land Arts of the American West tentatively titled Moving Mountains: Land Arts of the American West. Since 2009 Chris Taylor has been involved in the making of JG, a film project by the artist Tacita Dean that opens at the Arcadia University Gallery on February 7, 2013. The Graham Foundation for the Advanced Studies in the Fine Arts awarded Chris Taylor and Steve Badgett a grant in 2012 for the design and construction of the Great Salt Lake Exploration Platform that will augment the programming of the Wendover base of the Center for Land Use Interpretation. Land Arts continues to recruit participants from within the Texas Tech community and beyond.

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2012 Field Season Documentation

 

All images by Chris Taylor, Land Arts of the American West at Texas Tech University.

A Comparative Analysis of Letarouilly’s Rome- Past and Present

Kevin Hinders,
Associate Professor
University of Illinois Urbana Champaign

This research involves the location, documentation and analysis of buildings, rooms and sculpture depicted by Paul-Marie Letarouilly (1795-1855). Letarouilly had two major publications: Edifices of Modern Rome (Edifices) and The Vatican and Saint Peter’s Bascilica of Rome (Vatican). Professor Kevin Hinders, University of Illinois School of Architecture, has been invited by Museum officials to make personal observations of the Vatican Museum and Gardens, along with accessing the Vatican Photographic Archives, the Vatican Library and the Secret Library during the summer of 2013. The Vatican Museum has agreed to allow access to the Museum and its contents for this photographic comparison. The investigation brings to light the current state of the structures, historic changes and original misrepresentations. This research provides a valuable window into Rome and the Vatican’s changing appearance, creating a comparative analysis which provides lasting insight.

This comparison between the 19th century engravings has several objectives. It will provide enhanced access to Letarouilly and his work which has been a significant source for a multitude of architects practicing in the past century as this work has inspired and assisted generations of architects. It will also provide a more accessible understanding for the general public of the nature of Rome and the Vatican, its rich history and the importance of its architecture and sculpture. The creation of quality urban environments is dependent upon the creation of both good figural and good background buildings. Rome has long been recognized as one of the most influential cities in the world as a design precedent. Understanding its mixture of the overtly planned and the collage of elements is timely as today’s designers seek to create substantial built environments for our time. The documentation of the changes and permanence of the designs is uniquely informative for those seeking to design quality buildings and spaces.

Background

About the Letarouilly Publication: Édifices de Rome Moderne

Letarouilly published Volume I (Plates 1-114) in 1840, followed by Volume 2 (plates 115-231) in 1850, and finally Volume 3 (plates 232-354) published in 1857 two years after Letarouilly’s death (1855). A companion publication, Table of Materials, was published to go with the set in 1857. The engravings were so popular that Volume 1 was substantially upgraded and reprinted in 1851. The enhanced rendering of the perspectives in the 1851 version became the basis for all subsequent versions of the publication.

The three volume set was used by architects worldwide as it was an accurate and relatively extensive set of engravings. These measured drawings were used by offices to create the classical buildings of the late nineteenth and early twentieth century, including the 1893 Chicago World’s Exposition. The publication was used by American architects and urban designers like Daniel Burnham and Charles F. McKim who executed designs for Chicago, Washington D.C., San Francisco, Denver and other United States metropolitan areas.

About Vatican et la Basilique de Saint- Pierre de Rome:

Letarouilly’s volumes on the Vatican were published in 1882- over 25 years after his death in 1855. His remarkable renderings of the Vatican have inspired a multitude of architects and his compilations of the various projects proposed for St. Peter’s is an important compendium for generations of architects and scholars. Both the Letarouilly works were republished in a smaller format by Princeton Press.

To date Hinders has documented, using digital photography, 130 of the 163 perspective views shown in Édifices de Rome Moderne. Out of the remaining engraved images, 7 structures are verified demolished, 2 were presumed demolished and the remaining views have not been obtained due to accessibility and/or security reasons. Six images need to be updated due to the changing state of the renovations taken since 2006. In 2008, a travelling exhibit, which includes one hundred framed, comparative plates and accompanying text, was created and has toured the United States (57 perspectives are included in the traveling exhibit).

Research within PhD Program, IIT

The IIT Doctor of Philosophy in Architecture Program, under the directorship of Prof. Mahjoub Elnimeiri fosters and promotes research in architecture that is driven by technology to advance knowledge and scholarship in architecture. In our program we choose the theme of looking into engineering and technology from the eyes of the architect and founded in the Miesian legacy. Currently we are working on a lot of research on the area of energy and sustainability. Here we describing selected ones:

Project 01: Performance-based generative design approach for long span Roof structures: multi-objective optimization, toward the integration of energy and structure

This research is intended to incorporate structural performance and energy efficiency strategies of long span roof structures through an architectural form generation process. The main objective is to propose a performance-based form generation design approach for the development of architectural forms of roofs that are optimized both in terms of the structural performance and energy consumption.

Today architectural design is driven by the search for exotic forms and complex geometries which in most cases lead to complex structures and costly construction. In the current long span roof architectural design practice, issues pertaining to building performance such as structure and energy conservation considerations are typically left to be dealt with after the architectural form is well articulated. As a result, such an approach may enable a building to stand upright, and may also reduce the energy consumption in the building.

To mitigate this problem this research proposed a workflow to demonstrate how a flexible 3D model can be parametrically altered toward targeted solutions with the help of a near real time feedback generated by performance-based analysis such as structure and energy within an optimization algorithm. The integration of generative tools and performance analytical tools in the early stage of design will provide great opportunities for performance-based form generation approaches and help architects moving away from traditional form driven approaches.

Project 02: Integration of Daylight in Commercially Used Buildings for Energy Saving Purposes

The main goal for this research is to achieve the best total energy performance in commercial office buildings using integrated management systems, while maintaining the light distribution, temperature and air quality comfort ranges in the space. The idea is to maximize the natural light for both increasing energy efficiency and enhancing occupants’ well-being and productivity.

The research will primarily use computer simulations to model the proposed system applied to a baseline module and run the energy, daylight and system simulations, in order to calculate the daylighting and energy consumption in the building with the new system. The system components will then be verified via actual measurements in a real office space with the new components installed.

The verified results will then be analyzed, statistically tested and compared with the actual results of an existing system available in the industry, in order to evaluate the overall performance of the proposed system. The final outcome of this research will be the development of a fully integrated building management algorithm that responds to multiple parameters as well as controlling multiple systems in a real time basis.

Project 03: Optimizing the Envelope of Tall Office Buildings for Energy Efficiency and Thermal Comfort in the Tropic Climate of Dhaka

The aim of this research is to define strategies to optimize the envelope of high-rise office buildings in order to achieve a more efficient level of energy performance while focusing on indoor thermal comfort in the tropical urban climatic context of Dhaka.

In the tropical climate of Dhaka, the building envelope should be responsive with the external environment in order to minimize solar heat gain and to maximize ventilation opportunity to ensure indoor thermal comfort and energy savings (Muhammad et al 2005). But as experiencing fast ongoing modernization in Dhaka, local architects are often inspired by design ideals from temperate climates and consequently poorly suited with local conditions. Architects and designers are continuously experimenting with building envelopes without pointing out the outdoor and indoor climate relationship and hence energy issues are always left unanswered. In such a context, need to integrate the traditional envelope elements, materials and construction (based on their thermal performance) is important and, understanding of the thermal comfort requirement in the local climatic condition and its interaction with building energy consumption may address the issue significantly.

The research will firstly calculate variable indoor set-points by using adaptive thermal comfort model and also develop a method to use that in energy simulation program. Then the effectiveness of different ventilation strategies will be evaluated and quantified as a percentage of the annual energy consumption in the local context for more energy saving and thermal comfort. Finally the values of envelope & glazing parameters for optimum energy performance using appropriate optimization methods will be determined.

Contact:

PhD Program, College of Architecture

Illinois Institute of Technology

Phone: 312.567.3930
Fax: 312.567.6816
Email: arch_phd@iit.edu

Web link: www.iit.edu/arch/programs/graduate/phd/

News from the Florida A&M University School of Architecture

The Florida A&M University School of Architecture M.Arch studio has been contracted by the City Of Tallahassee and the local public transit agency, Star Metro, to explore how an historic bus terminal can be repurposed to better serve the needs of a changing city.  Once the ‘hub’ at which almost every bus rider had to make a transfer, new more efficient routes have given C. K. Steele Plaza a chance to play a new role in the city. The studio will provide a series of alternative development concepts for the plaza and the surrounding area. Short-term visions will examine the plaza as it exists and suggest ways to begin its transition to an urban mixed-use facility, potentially including a State of Florida Civil Rights Museum. The studio is directed by Professor Michael Alfano, Jr..

The School’s Division of Architecture is also conducting an Analysis of Green Building Technologies study for the URS Corporation.  URS is the Institutional Services provider for the 4,200-acre Kennedy Space Center (KSC). The KSC complex includes 900 mission-specific facilities, many of which are being replaced by new structures, or modified to accommodate new activities. The FAMU project team, led by Assoc. Professor Thomas Pugh, includes both faculty and graduate students. Among other topics, the team has investigated several LEED certified buildings in the vicinity of the KSC as case studies, as well as materials or technologies that show potential for beneficial and practical use in this area.

The School has also been awarded a grant from the FAMU Green Coalition that brings together its Division of Architecture with its Division of Engineering Technology. Antonio Soares, an Electronics Professor in the Division of Engineering Technology will lead the project to design and construct a solar charging station for students to recharge their phones, tablets, and laptops.  The project will include faculty and students from the architecture, construction and electronics programs.  When completed late in 2013, the station will be a point for students to meet up, charge up, and wise up to solar power and sustainability.

Knowing (by) Designing Conference at the Sint-Lucas School of Architecture

Faculty of Architecture KU Leuven, Ghen-Brussels, Belgium

May 22-23, 2013

http://www.bydesigning.net/
The focus of the conference is on the specific type of knowledge (and research) in creative practices. While papers have already been selected, registration will open in a couple of days.

Research in creative disciplines reaches far beyond the conventional understanding of what knowledge is and what it is meant for. Practicing arts, design, music or architecture, when conducted reflectively, naturally involves types of knowing that, unlike in exact sciences, are based on individual, subjective interpretation of the context within which the designer/artist works. As such, the critical reflection of the artist on his/her own practice makes it more coherent, better, influential, unique. At the same time worthwhile chef-d’oeuvres, works of art, designs essentially extend and enrich our understanding of the world.

The conference “Knowing (by) Designing” strives to explore the developments in research evolved around creative practices – specifically focusing on architecture, design, arts and music. It is the third conference in the cycle starting with “The Unthinkable Doctorate” in 2005 and successfully followed by the“Communicating (by) Design” in 2009 at the Sint-Lucas School of Architecture in Brussels.

The 2013 event will aim to investigate ways in which creative processes and activities develop all possible aspects of knowing.