Glitch architecture

2021 ◽  
Author(s):  
Marc Aurel Schnabel ◽  
B Haslop

Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age over time? Do we interpret glitching as a sudden malfunction or fault in the computation of the design’s underlying data, or as digital decay resulting not from the wear and tear of tangible materials but from the decomposition of the binary code, or from system changes that cannot appropriately interpret the data? By exploring a series of experimental design practices for deployments and understandings that are the consequence of malfunctions during computational processing, glitches are reinterpreted. Advancing from two-dimensional glitch art techniques into three-dimensional interpretations, the research employs a methodology of systematic iterative processes to explore design emergence based on glitches. The study presents digital architectural form existing solely in the digital realm, as an architectural interpretation of computational glitches through both its design process and aesthetic outcome. Thus, this research intends to bring a level of authenticity to the field through three-dimensional interpretations of glitch in an architectural form.

2018 ◽  
Vol 16 (3) ◽  
pp. 183-198
Author(s):  
Marc Aurel Schnabel ◽  
Blaire Haslop

Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age over time? Do we interpret glitching as a sudden malfunction or fault in the computation of the design’s underlying data, or as digital decay resulting not from the wear and tear of tangible materials but from the decomposition of the binary code, or from system changes that cannot appropriately interpret the data? By exploring a series of experimental design practices for deployments and understandings that are the consequence of malfunctions during computational processing, glitches are reinterpreted. Advancing from two-dimensional glitch art techniques into three-dimensional interpretations, the research employs a methodology of systematic iterative processes to explore design emergence based on glitches. The study presents digital architectural form existing solely in the digital realm, as an architectural interpretation of computational glitches through both its design process and aesthetic outcome. Thus, this research intends to bring a level of authenticity to the field through three-dimensional interpretations of glitch in an architectural form.


2021 ◽  
Author(s):  
Marc Aurel Schnabel ◽  
B Haslop

Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age over time? Do we interpret glitching as a sudden malfunction or fault in the computation of the design’s underlying data, or as digital decay resulting not from the wear and tear of tangible materials but from the decomposition of the binary code, or from system changes that cannot appropriately interpret the data? By exploring a series of experimental design practices for deployments and understandings that are the consequence of malfunctions during computational processing, glitches are reinterpreted. Advancing from two-dimensional glitch art techniques into three-dimensional interpretations, the research employs a methodology of systematic iterative processes to explore design emergence based on glitches. The study presents digital architectural form existing solely in the digital realm, as an architectural interpretation of computational glitches through both its design process and aesthetic outcome. Thus, this research intends to bring a level of authenticity to the field through three-dimensional interpretations of glitch in an architectural form.


ATLAS JOURNAL ◽  
2021 ◽  
Vol 7 (44) ◽  
pp. 2207-2213
Author(s):  
Fatıma TOKGÖZ GÜN ◽  
Mehmet ÖZKARTAL

Hybrid works in art have many examples from past to present. Hybridization in poster art has been in question since the first years when posters started to appear. Hybridization in designs can occur in terms of both method and technique. In present study, it is mentioned how graphic design has removed the boundaries between itself and many disciplines since the use of technology in the field of art and how it allows hybrid studies. As it is known, the main purpose of graphic design is to convey an existing idea to the other party in the simplest way. For this reason, graphic design, which updates itself over time, has added motion and sound to its work area and shows itself with effective designs. While technically designs consist of two-dimensional studies for years, they can also be designed in three-dimensional or even four-dimensional forms with hybrid methods. While poster designs are prepared as flat and static, they update themselves with kinetic typography and motion images. Moreover, with hybrid presentations such as augmented reality and virtual reality in current works, designs interact more with people. It is seen that the artists who can think from a hybrid point of view attract more attention and interaction with the hybridity reflected in their designs, and they also reach the intended result in a catchy manner.


2002 ◽  
Vol 95 (3_suppl) ◽  
pp. 1301-1310 ◽  
Author(s):  
Leo Poom ◽  
Henrik Olsson

We compared the integration of information over space and time for perceiving different configurations of moving dots: a walking person (biological motion), rigid three-dimensional shapes, and unidirectional coherent motion of all dots (translation). No performance differences in judging walking direction and coherent translation direction were obtained in conditions with constant presentation times and varying number of target dots (integration over space). Depending on the speed of the two-dimensional configurations judgments were either worse or better than the judgments of walking direction. The results for conditions with different presentation times (integration over time) show that information about biological motion is integrated over time that increases with increasing gait period, while two-dimensional unidirectional motion is integrated over constant time independent of speed. The effect is not due to the oscillatory nature of the biological motion since information about a rigid three-dimensional shape is summed over a constant time independent of the period of the motion cycle. This could be interpreted as different neural mechanisms mediating the temporal summation for walking direction compared to detecting the orientation of rigid structure, or the direction of two-dimensional unidirectional motion. Since biological motion is characterized by nonrigidity, it is possible that the form itself is integrated over time and not the motion pattern.


Author(s):  
Oliver Borm ◽  
Balint Balassa ◽  
Sebastian Barthmes ◽  
Julius Fellerhoff ◽  
Andreas Ku¨hrmann ◽  
...  

This paper demonstrates an aerodynamic design process for turbomachines for compressible flows, using exclusively open source software tools. Some relevant software already existed and few additional components were required, which have been developed mainly by students and are available at ftp.lfa.mw.tum.de. The geometry of turbomachine blades is described with a newly developed NURBS based blade designer. One-dimensional preliminary analysis is done with OpenOffice.org Calc and an extended mean line program, where loss models are already included. For two-dimensional through-flow computations a compressible streamline curvature method was implemented. Two-dimensional blade-to-blade and three-dimensional simulations are performed with the CFD toolbox OpenFOAM. The two- and three-dimensional results are visualized and analyzed using the open source postprocessing tool ParaView. The presented tools are regularly used in student projects. A generic one stage axial compressor was created with the workflow as a showcase in order to demonstrate the capabilities of the open source software tools.


Author(s):  
Daniel W. Carroll ◽  
Spencer P. Magleby ◽  
Larry L. Howell ◽  
Robert H. Todd ◽  
Craig P. Lusk

Most simplified manufacturing processes generally result in two-dimensional features. However, most products are three-dimensional. Devices that could be manufactured through simplified manufacturing processes, but function in a three-dimensional space, would be highly desirable — especially if they require little assembly. Compliant ortho-planar metamorphic mechanisms (COPMMS) can be fabricated through simplified manufacturing processes, and then metamorphically transformed into a new configuration where they are no longer bound by the limitations of ortho-planar behavior. The main contributions of this paper are the suggestion of COPMM definitions, an investigation into the morphing process, and the description of a COPMM design process. This work also contributes a case study in designing COPMMs to meet particular design objectives.


2014 ◽  
Vol 602-605 ◽  
pp. 3235-3238
Author(s):  
Bai Chuan Cai ◽  
Rong Fang Mei ◽  
Jian Guo Mei ◽  
Bo Yang

During animation design process, when the overlap of animation graphics is overtopping, inaccurate three-dimensional feature points appear in the established model, which resulting in low fidelity of model. For this drawbacks, a three-dimensional reality animation design modeling based on an optimization algorithm of animation modeling fidelity is proposed. Triangle refinement method is utilized to refine feature points distributed disorderly in the three-dimensional animation model, so as to obtain a three-dimensional animation composed of triangles, according to the method of calculating the intersection of intersecting triangles, optimal triangles can be achieved, i.e. the new three-dimensional coordinate points are acquired. Afterwards, two-dimensional coordinate calculation is processed for the new added points to get the exact coordinates of the point in the three-dimensional animation model, eventually obtain a three-dimensional animation model with high degree of fidelity.


Water ◽  
2019 ◽  
Vol 11 (9) ◽  
pp. 1820
Author(s):  
Shengtao Du ◽  
Bingchen Liang

The local scouring that occurs around submerged vertical piles in steady currents was studied experimentally in this paper. Three experiments were carried out for square cross-section (SC) piles and a circular cross-section (CC) pile with the same width. The key point scour depths, including the center of the upstream boundary point (KC) and the two upstream corners (KM), were observed over time. The two-dimensional profiles and the three-dimensional topography around each pile were measured using a Seatek. The different scouring characteristics of the SC and CC piles were investigated. The experiment results show that the scour depth at KC is much smaller than that of KM. The equilibrium scour depth of the CC pile is far less than that of the SC piles. The scour and deposition distributions were different between the CC and SC piles. The maximum scour depth was found at the lateral rear of the CC pile, and the maximum deposition was observed in sections of the SC piles. The evolutions of the scour depths at KM are predicted using a developed exponential equation.


2021 ◽  
Vol 2021 (11) ◽  
Author(s):  
Evita Verheijden ◽  
Erik Verlinde

Abstract We study the evaporation of two-dimensional black holes in JT gravity from a three-dimensional point of view. A partial dimensional reduction of AdS3 in Poincaré coordinates leads to an extremal 2D black hole in JT gravity coupled to a ‘bath’: the holographic dual of the remainder of the 3D spacetime. Partially reducing the BTZ black hole gives us the finite temperature version. We compute the entropy of the radiation using geodesics in the three-dimensional spacetime. We then focus on the finite temperature case and describe the dynamics by introducing time-dependence into the parameter controlling the reduction. The energy of the black hole decreases linearly as we slowly move the dividing line between black hole and bath. Through a re-scaling of the BTZ parameters we map this to the more canonical picture of exponential evaporation. Finally, studying the entropy of the radiation over time leads to a geometric representation of the Page curve. The appearance of the island region is explained in a natural and intuitive fashion.


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