Realizing an aesthetics of movement for architecture
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conference contribution
posted on 2024-06-18, 04:07authored byCJ Moloney
This paper summarizes the theoretical basis for the aesthetics of “movement itself” (Gabo &Pevsner, 1920) for kinetic architectural facades and presents the design of a prototype façade system. The theory is based on the simulation of a wide range of algorithmically generated kinetic patterns, where the parameters that determine kinetics were identified and used to generate 1200+ animations. Analysis of these led to a theory of movement - State Change (Moloney, 2011). For the
purposes of describing the range of animations, state is used as an alternate word for type. Its adoption makes explicit that movement patterns are snapshots of form in motion, that State Change is the distinguishing feature of this fledgling practice. The aesthetic in the context of architectural facades, can be distinguished by a characteristic spatial form or shape, and secondly in terms of temporal behaviour or dynamic. Kinetic shape and dynamic enable the identification of three states – wave, fold, field – and the transitions between these - stratifying, swelling, atomizing, ribboning, aggregation, interweaving. Algorithmically generated, State Change provides a morphology of pattern that maps the aesthetics of movement for architectural facades.
The translation of this theory to the pragmatics of hardware, tectonics and economics is challenging. Our research conceives kinetic facades as occupying a hybrid role: performing environmentally as a shade and glare modulator; while enabling the façade to also operate as a low resolution ‘media screen’ that can be used for generative art. A physical prototype has been developed that explores the optimal configuration and geometry of the kinetic panels to enable the granularity determined through animation studies. Experiments with a range of configurations demonstrated a hexagonal grid provided the best combination of edge detection and contrast between shaded areas (the two factors that affect human perception of movement). However when shifting from animation to a physical prototype, it became clear that the hexagonal grid was too
visually dominant. Our design development shifted to refining the eometry of the individual part, where the depth and shape of the edge provides a subtle deformation of the hexagonal grid when rotated.
The final prototype consists of 54 rotating panels algorithmically controlled via the Unity game engine linked to wireless microcontrollers. The panels incorporate a 3D printed gear mechanism to enable fine grained motion control. The physical panels are superimposed within a video projection of the 400+ components envisioned for the full implementation. The calibration of the animations to the physical prototype, demonstrates the viability of a hybrid façade screen that performs environmentally, and enables experimentation with an aesthetic of movement based on algorithmically generated compositions.
History
Pagination
1-12
Location
Florence, Italy
Start date
2016-12-15
End date
2016-12-17
ISBN-13
9788896610312
Language
eng
Publication classification
X Not reportable, EN.1 Other conference paper
Editor/Contributor(s)
Soddu C, Colabella E
Title of proceedings
GA 2016 : Proceedings of the 19th Generative Art Conference