Developed as a final graduation project at the Federal University of Sergipe, Brazil, this pavilion is the product of a yearlong research on what is and how interactive architecture can exist in our time.
Leaning on concepts and practices developed by architects throughout the world, such as Kas Oosterhuis and the Hyperbody group (TU Delft), Henry Achten, Usman Haque and Lars Spuybroek, the first part of the making of this project consisted of the gathering and analyzing information on what could be understood as Interactive Architecture and how it could accomplished. From that, the development of a conceptual building embracing the concepts of such architecture was necessary, as a mean of studying the design process itself.
The pavilion was the chosen architectural theme for the conceptual building, understanding that it, as can be seen throughout history, can stand for architectural ideas and ideals. So, the building was designed as a space with which people could engage in interactive relations.
The interior of the pavilion was conceived as a volume which was fragmented into several segments that, while lining side by side, could visually and spatially rebuild its form. Each of these segments had the form of a portico and had several pneumatic pistons fixed to it, which could modify its inner flexible structure. Each of the segments was able to answer to a specified behavior, which could be accomplished through the building's interactive system (concept developed by Henri Achten). Its system consisted of the pistons themselves and a series of supersonic distance sensors, which read information of the pavilion environment and its users, which was processed by the system and defined the resulting behavior of the space. The main behavior defined for the space was based on the proximity of users (or objects) to the distance sensors. The closer they were to one sensor, either user or object would cause the nearest pistons to retract, deforming and retracting the porticos around them, according to the specific distance of each one.
The segments, or porticos, of the pavilion were placed side by side, having between some of them another portico of glass panels, which would let light (and ventilation in some points) enter the space. This way, when someone walked through the interior of the pavilion, not only its shape would change but also its luminosity. This way, the space could engage in interactive relationships with its users using its material and immaterial characteristics.
The behavior of the pavilion was designed and simulated using BIM technology, to be more specific the on-development software Vasari of Autodesk along with the visual programing interface add-in Dynamo. Since the interactive system of the building could be understood as a complex system (concept developed by Tomasz Jaskiewicz in his "(In)Formed complexity: approaching interactive architecture as a complex system"), one of the ways of approaching it, as a design point of view, is through parametric and generative design. This contemporary form of design allowed the creation of a virtual product made of the mathematical and logical variables of which consisted the designed interactive system of the pavilion, what made possible to simulate and refine the behavior designed for the building.
The Interactive pavilion functioned as a way of studying and practicing the design of contemporary architecture, looking forward to what the product of the discipline can/must be facing the needs and characteristics of our time.
Videos of the simulation process:
https://vimeo.com/97777096
https://vimeo.com/97777097