Beruflich Dokumente
Kultur Dokumente
Faculty of Engineering
Architectural Engineering Department
Of
Master of Science
In
Architectural Engineering
By
Mahmoud Mohamed Gomaa Ahmed
April 2015
University of Alexandria
Faculty of Engineering
Architectural Engineering Department
Presented by
Mahmoud Mohamed Gomaa Ahmed
For The Degree of
Master of Science
In
Architectural Engineering
I. ACKNOWLEDGMENTS
Above all, I thank almighty God, the most merciful and compassionate, for
granting me the willingness and ability to accomplish this research.
It would not have been possible to write this thesis without the help and support
of the honorable people around me, to only some of whom it is possible to give particular
mention here.
It is with immense gratitude that I acknowledge the support and extreme patience
of my supervisor, Prof. Dr. Mohamed Abdelall Ibrahim, not to mention his continuous
encouragement, intellectual advice and assistance in keeping my progress on schedule.
Likewise, my grateful thanks are extended to Dr. Samer El Sayary for his guidance and
support.
Last but not least, I am indebted to all my professors and colleagues in the
Department of Architecture for their endless support and academic guidance. Finally, I
consider it an honor to have precious friends who encourage me and provide me with
perpetual support.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE ii
II. ABSTRACT
Figure 23: Conventional Design Process and How the Team Works ................................ 38
Figure 24: Integrated design process and how the team works .......................................... 38
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE x
Figure 30: The Core Purposes of CPS Process Components and Stages ........................... 50
Figure 32: As with All Living Structures, The Bridges Rely on A Healthy Environment for
Their Maintenance, Abundant clean air, water, and soil are essential .................. 53
Figure 33: The Bridges are Ever Changing in Form and They are Strengthened by The
Addition of Branch and Grass Clippings, Which Nourish The Roots................... 53
Figure 34: Over Time, Bridges are Shaped from The Roots of Several Trees. These Natural
Structures are Capable of Lasting for Hundreds of Years ................................... 53
Figure 49: By Directing Their Growth, Trees and Woody Plants can be Integrated into Built
Structures. This Slow Construction Method Creates Living Architecture Integrated
with—and Enhancing—The Environment ............................................................ 57
Figure 50: Energy and Nnutrient Flows are Connected with The Natural Cycles of The
Surrounding Ecosystem, Thereby Harnessing Both Cool Air and Rainwater ...... 58
Figure 51: A variety of Plants Fill in The Gaps in The Façade, Encouraged By The Use of
Perforated Scaffolding Through Which Stems and Leaves Can Intertwine .......... 58
Figure 52: The process of Composing A House by Depending on Planting Trees ............ 59
Figure 56: The Wind and Sand That Result in Expansion of The Desert, Threatening
Settlements and Arable Land, are Exploited in Biological Construction .............. 61
Figure 57: Sand Solidified by Bacteria and Shaped by The Wind Eventually Allows Water
to Accumulate and Forms A Barrier Against The Spread of The Desert .............. 61
Figure 58: A Dune Cross-Section with Rigid Chambers Where Precious Moisture and Soil
Might Be Preserved ............................................................................................... 62
Figure 59: The Shape of The Structure Here is Shown in A Tafoni Pattern—Characteristic
of Rock That Has Been Eroded by Wind or Moisture for Many Years ................ 62
Figure 60: Resisting The Spread of The Desert Becomes Ever More Difficult and Yet
Important as The Climate Warms. The Vast Savanna of The Sahel Belt is One of
Many Areas That are Currently Under Threat Source: (Myers W. , 2012) .......... 63
Figure 62: Microbially Induced Cementation is A Natural Process That Can Be Observed
in Swamps and Lakes. It Is Not Harmful to Humans and Will Cease Once Available
Nutrients Have Been Depleted .............................................................................. 64
Figure 65: Full Set Drawings for the Module Pod ............................................................. 65
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE xii
Figure 70: Different between New Trend of Buildings and the Ordinary Buildings ......... 68
Figure 73: Performance Building For the Oulu Music Video Festival; Competition Entry
and 3rd Prize for Ideas for Yard and Environmental Constructions Held by Kainuun
Etu Oy .................................................................................................................... 72
Figure 78: A Composite Curve Constructed from Tangent Circular Arcs and Straight Line
Segments ................................................................................................................ 78
Figure 79: Varying the Degree of A NURBS Curve Will Produce Different Shapes ........ 79
Figure 86: Biomechanical Model for Cell Expansion in Morphogenesis: Cell Wall Response
to Turgor Pressure Through A Viscous Yielding of The Cell Wall, Compensated at
The Same Time by Thickening to Maintain A Constant Cross-Section ............... 88
Figure 88: Photograph of Woven, Urban Walls in Peru’s Pueblos Nuevos ....................... 93
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE xiii
Figure 94: X-frog Truss-Frame Grown from A Tree (Top Left) to Study Possible Structural
Articulations for A Building Frame and Columns ................................................ 99
Figure 95: Part of the A System of Architectural Ornament – Plate 2 ............................. 100
Figure 96: Tumble Truss Project Lexicon, Observational Biomimetics Leading to Physical
Models ................................................................................................................. 100
Figure 98: Xfrog Grown Structural Truss Based on Physical Tumble Truss Model ....... 101
Figure 99: A Typical Seed with Two Cotyledons from Part of The A System of Architectural
Ornament – Plate 2 .............................................................................................. 102
Figure 101: Applying Growth and Generation to Architectural Design .......................... 103
Figure 102: Collaboration between Sullivans' Ideas and Meme-Monad .......................... 104
Figure 103: X-frog Growth with Pod Dispersion; Inspired by Sullivan’s A System of
Architectural Ornament and His Merchant’s National Bank, Grinnell, Iowa ..... 105
Figure 104: Xfrog Growth Developed As A Tall Building Inspired by Sullivan’s A System
of Architectural Ornament and His Merchant’s National Bank .......................... 106
Figure 109: STL Tree Branches Supporting Leaf Grown Floors ..................................... 112
V. LIST OF ABBREVIATIONS
Abbreviation Explanation
CAD Computer-Aided Design
CATIA Computer Aided Three-dimensional Interactive
Application
CA Cellular Automata
NURBS Non-Uniform Rational B-Spline
GD Generative Design
VPLs Visual Programming Languages
TPLs Textual Programming Languages
PL Programming Language
VBA Visual Basic for Application
IDE Interactive Development Environment
GUI Graphical User Interface
MEL Maya Embedded Language
WCED Western Cape Education Department
CPS Creative Problem Solving
CAM Computer-Aided Manufacturing
AAD Algorithms-Aided Design
SF Science Fiction
STL Standard Template Library
SLS Space Launch System
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE xvi
Term Definition
It is a design method in which the output – image, sound,
Generative Design architectural models, animation – is generated by a set of rules or
an Algorithm, normally by using a computer program.
It is a production system that does not specify the design artifact,
Generative Design
but instead specifies a higher-level specification that encodes the
System
making of the artifact, or the design procedure.
Algorithmic
They are the basic components in all generative system.
Generative Systems
Parametric Systems They are a part of the algorithmic system.
It is the procedure of calculating, i.e. determining something by
mathematical or logical methods.
Computation
It is about rationalization, reasoning, logic, algorithm, deduction,
induction, extrapolation, exploration, and estimation.
It is the act of entering, processing, or storing information in a
computer or a computer system.
Computerization
It is about automation, mechanization, digitization, and
conversion.
Computational It is an approach that operates mostly through the facilities of
Design mathematical thinking due to the calculation skills of computers.
It is a procedure for addressing a problem in a finite number of
Algorithm
steps using logical if-then else operations.
Biology It is the scientific study of life and living organisms, from one-
celled creatures to the most complex living organism of all the
human being.
Architecture A general term to describe buildings and other physical
structures.
It is the art and science of designing and building spaces which
Bio-Architecture
create, support and enhance life and living systems.
It is a concept used in a number of disciplines including biology,
Morphogenesis geology, crystallography, engineering, urban studies, art and
architecture.
Plant It is the formation of shape and structure by Co-ordination of cell
Morphogenesis shape, growth, and proliferation by mitosis.
Digital It is using digital media not as a representational tool for
Morphogenesis visualization but as a generative tool for the derivation of form
and its transformation.
Morphogenesis is often used in a broad sense to refer to many
aspects of development, but when used strictly it should mean the
Morphogenesis in molding of cells and tissues into definite shapes.
Biology It is the formation of shape and structure via a coordinated
process that involves changes in cell shapes, enlargement of cells
and proliferation by mitosis.
This code word for a process of life and growth; instills botanic
Efflorescence
transformation in both a physical and metaphorical sense.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE xvii
VII. ASSUMPTION
x Using of computers in different phases of architectural design not just for drafting
and visualization, but in other phases of design process; such as functional
relationships, form finding and industrial and manufacturing production.
x A Computer could be a generative tool which could be used in the design process by
depending on algorithmic approach for designing as there must be a synergetic
relationship between the human mind and the computer system. Such a synergy is
possible only through the use of algorithmic strategies that ensure a complementary
and dialectic relationship between the humans to realize, overcome and ultimately
surpass their own physical and mental limitations.
x Collaboration between biology and architecture in design would generate a bio-
design approach which could be useful for the environment.
x It has been discovered that, there is potential inherent between biology and
architecture so, that would help for collaboration between them. If they could be
collaborated, they also would be collaborated in software. Such hybridization in
software would generate architectural forms which could simulate organic growth in
order to confirm the ability of form to evolve.
x Starting design with a biological base would have its effect on the building form as
it would be related to its structure and generate different generations of forms
belonging to one family.
x After analyzing the biological base, its structure should be studied in order to convert
it to be a building structure and generate different generations of forms belonged to
one family.
IX. METHODOLOGY
The research explores the bio digital design approach and the development of form
generation due to transformation in the structure inspired from a biological element.
x First, the research defines the meaning of the generative design and the role of the
computer as a part of the design process which could be named as morphogenesis ,
defining the algorithmic approach for designing as it would make connections
between the human mind and the computer system.
x Second, defining the collaboration between biology and architecture to generate the
bio design approach of designing by the collaboration of nature, science and
creativity, defining the differences between the biological morphogenesis and the
digital morphogenesis and the importance of studying them.
x Third, studying the bio digital architecture approach of designing as it would be
assumed that there are similarities between biology and architecture and these
similarities encourage to make a complete hybridization between biology and
architecture in software and that would help to start analyzing a biological base's
structure in order to generate more generations of forms belonged to one family.
A. Literature review
X. THESIS STRUCTURE
To achieve the above mentioned aims and objectives, several steps should be
followed including five chapters as follows:
“The Natural science is concerned with how things are . . . design on the other hand is
concerned with how things ought to be” (Simon, 1969)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 3
Figure 4: Generative Design Approach Source: (Fischer, Ceccato, & Frazer, 2001)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 4
1.4 Differences between the Traditional Method of Design and Generative Design
Herbert, Lionel March, Yahuda E. Kalay, and many others, discussed the
concept of (generate-test) design loops. They defined design as a result composed by two
engines, one is involved with generation and the other is involved with evaluation.
In architecture studios, the traditional design process starts with collecting data
and investigating sites, build a concept of the design, and then analyze possibilities based on
an array of criteria which had been defined or received from clients. This process can be
loosely illustrated as shown below in a three-node diagram. One of the limitations in this
process appears in the number of solutions that the "design language" node can generate. It
is usually very few, if not one (El-khaldi, 2007).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 5
Figure 7: Generative System Concept Source: (Bohnacker, Gross, Laub, & Lazzeroni, 2012)
Figure 9: Generative Design Process Source: (Bohnacker, Gross, Laub, & Lazzeroni, 2012)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 8
The process of generative formation requires four elements: the start conditions
and parameters (input), a generative mechanism (rules, algorithms etc.), the act of generation
of the variants (output), and the selection of the best variant. The design artifact does not
materialize until the fourth step, therefore a generative system is considered as a production
system rather a representational construct. Moreover, “the generative role of new digital
techniques is accomplished through the designer’s simultaneous interpretation and
manipulation of a computational construct… The capacity of digital, computational
architectures to generate “new” designs is, therefore, highly dependent on the designer’s
perceptual and cognitive abilities, as continuous, dynamic processes ground the emergent
form” (Kolarevic, 2000).
1.5.4 Categories of Generative Design Systems. Generative systems can be
roughly classified into two categories: linguistic and biological (Shea, 2004).
A linguistic system is a grammar-based formalism where a set of compositional
rules (syntax) govern and shape the design (semantics). The computational implementation
of linguistic generative systems primarily manifests itself in shape grammars. Shape
grammars define and apply a set of modification rules on a starter object (a shape) in order
to generate new complex design. According to Knight, shape grammars are descriptive and
generative in a way that the modification rules both describe the forms of the generated
designs, and generate or compute designs (Knight & Stiny, 2001).
Biological generative design systems, on the other hand, adopt a different
generative strategy, which takes nature and complex living organisms as a precedent and
applies its principles in the derivation and transformation of architectural form (Hensel,
Menges, & Weinstock, 2010). Vincent further articulates on the emphasis placed on the
becoming of the form rather than the resulting form itself (Vincent, 2009). Natural
emergence, describing the ways in which complex natural systems evolve, self-organize and
grow, contribute to architectural knowledge creation towards the production of complex
architectural, and especially performative design (Weinstock, 2010). As such, a deeper
engagement with the nature is pursued, which investigates the ways in which the principles
of nature present useful concepts such as functional integration, performative capacity and
material resourcefulness (Ahlquist & Menges, 2011).
Figure 10: Generative Systems Approaches Source: (The Researcher based on (Bohnacker, Gross,
Laub, & Lazzeroni, 2012), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 9
1.5.5.3 Formalisms
1.5.5.3.1 L-systems. Parametric systems are a specific case of algorithmic
systems, (ones with associations). L-Systems are more specific algorithmic systems. These
are rule-based systems, which is defined as formalisms. Rules are usually presented as a left
side, arrow and a right side. For example (X→Y), this means find X and replace it by Y (El-
khaldi, 2007).
It is important to note that these formalisms were created to simulate very
specific phenomena as opposed to provide a working platform like Algorithmic or
Parametric systems. For example: L-systems were used to simulate botanic growth, Cellular
automata were created to simulate reproduction, Fractals were created to simulate self-
similarity in nature, and shape grammars were created to simulate human ability to see, or
compute visually (El-khaldi, 2007).
1.5.5.3.2 Cellular automata systems. L-systems are the first of the four
formalisms as it was the least flexible of all systems. Its symbols are limited to one type of
meaning, alphabets (El-khaldi, 2007).
Cellular Automata systems offer a richer environment for its symbols as they are
not limited to one type of meaning. A symbol in CA (cell) can refer to "Color" with its
variations (black, white, etc.), or size (with various numbers), location (in reference to many
axes), etc. or even different objects (El-khaldi, 2007).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 10
1.5.5.3.3 Fractal systems. L-systems and Cellular Automata maintain the size of
their smallest units. Rules replace alphabets or cells without breaking them to smaller ones.
The concept of the "smallest unit" is not applicable to Fractal Systems for they are based on
mathematical models of recursion. Fractal algorithms will recursively fracture elements first,
and then replace them by new ones (El-khaldi, 2007).
1.5.5.3.4 Shape grammars. The previously discussed formalisms (L-systems,
Cellular Automata, and Fractals) recognized units as discrete in reference to their locations
(boundaries) assuming they have fixed identities throughout the computation process. In
Shape Grammars, units are recognized both by fixed and flexible definitions. The first relies
on "identity" (like other systems) where the second relies on "embedding" (intrinsic to shape
grammars). These systems were built to capture visual calculation processes in design. They
handle recognition through the human ability to see. Mapping such a concept to the world
of discrete units that computers understand requires very sophisticated algorithms. Ones that
can pick shapes wherever they may be. This fact limited the implementation of shape
grammars to analog processes performed by humans, or computer-automated ones working
with discrete units only (El-khaldi, 2007).
Boundaries and arrows represent interaction type between the designer and the
representational media as illustrated in the symbol schema below.
Links are represented by a line.
Lines and arrows explicate interrelation links
between the components of the model.
Implicit and cognitive links are represented by
dotted lines and explicated computational
links are represented by full lines (Oxman,
2006).
According to these symbols, that
model can be depicted as presented in. The
designer implicitly integrates performative
requirements, generative and evaluative
procedures while interacting directly with the
formal representation. E, P and G and their
linkages with the formal procedures illustrate
the implicit part of the cognitive behavior of
the designer (Oxman, 2006). Figure 11: Generative Model
Genetic algorithms have become a major tool in various research areas. John
Holland is the founder of the domain of genetic algorithms. These are parallel computational
representations of the processes of variation, recombination and selection on the basis of
fitness underlying most processes of evolution and adaptation (Holland, 1992). Genetic
algorithms were first employed in a problem-solving and optimization context in which
stated criteria and goals were defined and controlled by a fitness function. In this type of
automatic generative process there was no interactive consideration. However, in design the
provision of interactivity and the formulation and the type of interaction of a certain
generative mechanism are essential (Oxman, 2006).
1.7 Conclusion
After reviewing that chapter, it could be concluded that the generative design is
a new method of design which depends on computers which are used as a part of the
generative process as they are used as a generative tool for generating many verities of
solutions and that could be realized by writing the designer's idea in algorithms to produce
a code of any idea and that code contains some variables and that variables depends on the
type of the used approach which had been used to write down the idea in algorithms, that
approaches could be algorithmic, parametric or formalisms which divide into four types, L-
Systems, Cellular Automata systems, Fractal Systems, Shape Grammars. All of these
approaches have algorithmic base, by changing the value of these variables, a new solution
would be generated so that there would be a variety to out puts which would be evaluated
by the designer in order to reach the desirable one. If the output didn't meet the designer's
satisfaction, it would be easy for the designer to do some changes in the written algorithms
or in the value of the variables in order to generate all the optional solutions until the designer
choose one of them which realize the desirable one.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 13
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 14
A computer is a machine that transforms input data into output data. Thereby
data takes the form of a finite sequence of bits. Hence, data can be coded as a natural number
and the transformation f can be viewed as partial function on the set of natural numbers N
with output out ϵ N as result of a computation of the input in ϵ N that is f(in) = out (Kotnik,
2007).
"Computers have come to stay; they are changing the world whether we like it
or not, and gradually they will find their way into the offices of architects and
the schools of architecture all over the world." (Sudbo, 1988).
This quote was extracted from a report of an international forum held in Zurich
in 1987, on 'architectural education and the information explosion'. It sets the background of
the general feeling concerning computers 'overture' in architectural practice and education.
There are several reasons to support such a view. Some are related to developments in
computers technology, whereas others are associated with our understanding of the
computer's role in design (Sudbo, 1988).
order of magnitude. The software field has also progressed considerably, with new software
development tools, programming languages and methodologies. This new powerful
computing environment is packaged and made available to individual users in the form of
'Personal Computers', and to engineers or designers in the form of the new generation of
'Graphical Workstations' (Belhadj, 1989).
For the past 10 years, emerging computational tools and techniques are having a
strong impact on architectural design. Since then, architects and students of architecture are
trying to embed digital methods into the design process, exploring new possibilities and
challenges occurring (Agkathidis, 2011).
“At the birth of computer graphics, it was professed that this new instrument
could liberate us from the T square and that we could finally design and live in
doubly curved surfaces. I do not believe that the lack of “intestinal” architecture
comes from a lack of necessary tools” (Negroponte, 1975).
The primary obstacle towards this vision is the conflict which arises between the
metaphor-rich, human oriented capital architecture and the contextual computational
algebras which are yet incapable of having empathy to things important for people, like place
and meaning. The consideration of this difficult question is impeded by the fact that
computers actually have results (Vardouli, 2011).
He said that about a work whose rapid results do not leave time to reflect on the
human in design (i.e. how people and machines deal with the built environment) (Vardouli,
2011).
“Added to that is the excitement of getting into something really new, something
no architect of the past knew anything about. How could he not become a
believer? My early enthusiasm was really tremendous”
(Bazjanac, 1975)
Bazjanak located the source of his disbelief from the realms of architectural
practice. Coming in contact with the inertias of what was earlier referred to as the world’s
“messy realism”, he conjured that the change in the way of architecture is exercised
significantly less drastic than expected. In fact, he warned that the automation of the design
process can lead to regression instead of innovation through channeling the architect’s
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 18
thought into metaphors and formal models which are imposed by the technology (Vardouli,
2011).
“The main direction of work at the Royal College of Art’s Department of Design
Research is the use of computer simulation models of design processes and
design organizations in the evaluation of CAD systems. The development of these
computer models is based on empirical studies of a range of live design projects”
(Purcell, 1975).
“The goal of design methodology should not be systems that can design better
than the humans (Make the creative leap) but rather systems that help humans
design better (Computer aided design)” (Milne, 1975).
Murray Milne called for a settling down from the initial enthusiasm with
computers in order to rethink about the implications of the computer in the design process,
both esoterically and externally. Asserting that design methodology had been the study of
methods, principles and rules for regulating the science and art of design, especially
architectural design (Vardouli, 2011).
“In asking how the computer might be applied to architectural design, we must,
therefore, ask ourselves what problems we know of in design that could be solved
by such an army of clerks” (Alexander, 1964).
Alan Turing explained that machines couldn't be creative; this approach takes a
distance from Negroponte’s visions of machine intelligence and computer-designer
partnership and places them in the level of tools for tedious, unimaginative tasks, while the
human designer maintains the privilege of authorship and creativity (Vardouli, 2011).
The main points which emerge from these discussions could be condensed to the following:
The battle seemed to be lost from the beginning; human and context responsive
computer aided architecture requires science fictional artificial intelligence in order to be
achieved, the morphogenetic potential of CAD is discarded as almost ludicrous and there is
a commonly shared skepticism around the possibility to automate aspects of the design
process in a productive way, which probably makes CAD resort to its most usual use today,
that of an architectural representation. However, the dynamics of computation had been
identified, carrying away the architects into “A new method and making them easily forget
the old” (Negroponte, 1975). Besides this skepticism, one can discern a powerful impact of
this new tool, which creates a de facto demand for digitization of architecture somewhere,
somehow (Vardouli, 2011).
as in the original craft process, but with precision and control and the ability to explore
variation which was previously unimaginable. The question now is: what are the
characteristics of computational design tools that facilitate this approach to design and what
are the corresponding abstractions which need to be internalized and perationalized by
designers? (Aish, 2005).
The essentially themes are:
• Geometry
• Composition
• Algorithmic thought
Figure 15: Computational Design Techniques Source: (The researcher based on (Aish, 2005), 2015)
With this understanding, there would be the opportunity to build the long chain
dependencies which would create interesting geometric configurations. What is important is
not the static configuration, but the way in which some change, for example to the location
of a key point or parameter, can create alternative configurations (Aish, 2005).
What becomes apparent is that the geometry of the artifact is not being designed, but
rather a control rig is being constructed, some geometry that would never be built or seen,
but which indirectly controlling what would be constructed and experienced. It was the
development of this sense of indirection or control through geometric dependency which is
being emerged as a key design skill. By building and exercising these systems of geometric
dependency it would be able to explore variation in design, indeed to explore the solution
space, and to discover and validate the configuration that would finally be constructed (Aish,
2005).
Does this mean that the designer of the future has to be a programmer? No, but
it might help. Certainly, developing an ability to think algorithmically will emerge as a key
design skill. But how can we encourage the development of these skills without demanding
that designers become programmers? A potentially fruitful approach is to introduce the
necessary logical formalism in very small doses. This has the important advantages for the
designer in that he can discover the value of embedding ‘logic’ in his design model in a
‘declarative’ form without having to completely master all the constructs normally
associated with a procedural programming language. But what is being learnt is not
expressed in some ‘cut-down’ over simplified syntax, but uses established programming
conventions, so that as the designer becomes more computationally expressive, he can build
on these initial steps (Aish, 2005).
Most importantly, algorithmic design does not imply that subjectivity is out of
the loop, or even that ‘hand-eye coordination’ is redundant. What has been facilitated is the
ability for the designer to embed his design logic within an interactive design system which
is driven by the designer’s hand and evaluated by the designer’s eye. This follows the
fundamental precept of design that of the combining intuition and precision into a single
process and with the results of that process integrated and embodied in the same artifact
(Aish, 2005).
2.2 Algorithms
2.2.1 The Origin of the Word Algorithm and Definitions. The word Algorithm
is not Greek. Its origin is Arabic, based on a concept attributed to an 8th century Persian
mathematician named Al-Khwarizmi (Terzidis, 2006).
x An algorithm is a procedure for addressing a problem in a finite number of steps
using logical if-then else operations (Terzidis, 2006).
(1) English
(2) Pseudo code
(3) A real programming language.
English is the most natural but least precise programming language, while Java
and C/C++ are precise but difficult to write and understand. Pseudo code is generally useful
because it represents a happy medium (Skiena, 2008).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 23
The choice of which notation is best depends upon which method is most
comfortable. The ideas of an algorithm in English is being described, moving to a more
formal, programming-language-like pseudo code or even real code to clarify sufficiently
tricky details (Skiena, 2008).
Pseudo code is perhaps the most mysterious of the bunch, but it is best defined
as a programming language that never complains about syntax errors. All three methods are
useful because there is a natural tradeoff between greater ease of expression and precision
(Skiena, 2008).
2.2.3 Algorithmic Design. Algorithmic design enables the role of the designer
to shift from “architecture programming” to “programming architecture.” Rather than
investing in arrested conflicts, computational terms might be better exploited by this
alternative choice. For the first time perhaps, architectural design might be aligned with
neither formalism nor rationalism but with intelligent form and traceable creativity (Terzidis,
2006).
Algorithm design and analysis is not just theory, but an important tool to be
pulled out and used as needed (Skiena, 2008).
x Techniques
x Resources
There are six steps to follow to ensure the best decision. These six steps in
problem solving include the following:
1. Identify the problem. The first step toward solving a problem is to identify the
problem. If the problem hasn't been identified, it cannot be solved.
3. Identify alternative ways to solve the problem. This list should be as complete as
possible. It is wanted to talk to other people to find other solutions than those which
have been identified. Alternative solutions must be acceptable ones.
4. Select the best way to solve the problem from the list of alternative solutions. In
this step, it is needed to identify and evaluate the pros and cons of each possible
solution before selecting the best one. In order to do this, it is needed to select criteria
for the evaluation. These criteria will serve as the guidelines for evaluating each
solution.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 25
5. List instructions that enable to solve the problem using the selected solution.
These numbered, step-by-step instructions must fall within the knowledge base set
up in step 2. No instruction can be used unless the individual or the machine can
understand it. This can be very limiting, especially when working with computers.
6. Evaluate the solution. To evaluate or test a solution means to check its result to see
if it is correct, and to see if it satisfies the needs of the person(s) with the problem. If
the result is either incorrect or unsatisfactory, then the problem solver must review
the list of instructions to see that they are correct or start the process all over again
(Sprankle & Hubbard, 2012).
x The problem solver can use the six steps for both algorithmic and heuristic solutions.
However, in step 6, evaluating the solution, the correctness and appropriateness of
heuristic solutions are far less certain. It’s easy to tell if the completed checkbook
balance is correct and satisfactory, but it’s hard to tell if the chosen solution is the
best one. With heuristic solutions, the problem solver will often need to follow the
six steps more than once, carefully evaluating each possible solution before deciding
which is best.
x Furthermore, this same solution may not be correct and satisfactory at another time,
so the problem solver may have to reevaluate and resolve the same problem later.
The chosen solution that did well in January may do poorly in June. Most problems
require a combination of the two kinds of solutions (Sprankle & Hubbard, 2012).
2.2.5.2 Computers as a tool to solve problems. Computers are built to deal with
algorithmic solutions, which are often difficult or very time consuming for humans. People
are better than computers at developing heuristic solutions. The difficulty of using computers
in solving problems lies in the programming (Sprankle & Hubbard, 2012).
The field of computers that deals with heuristic types of problems is called
artificial intelligence. Artificial intelligence enables a computer to do things like build its
own knowledge bank and speak in a human language. As a result, the computer’s problem-
solving abilities are similar to those of a human being. Artificial intelligence is an expanding
computer field, especially with the increased use of Robotics (Sprankle & Hubbard, 2012).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 26
Until computers can be built to think like humans, people will process most
heuristic solutions and computers will process many algorithmic solutions. Heuristic
problem solving can help to determine alternative solutions. However, for computer use,
they must be transformed into an algorithmic format (Sprankle & Hubbard, 2012).
2.3 Programming
Even before the invention of digital computers, algorithms were applied and
incorporated in the design process (Coutinho, Costa, Duarte, & Kruger, 2011).
The biggest disadvantage of using a scripting language is the need to follow its
syntax very strictly. Although most scripting environments, such as VBAIDE, highlight
mistakes and have debugging tools, such as flags and variable watches, certain syntax
mistakes are not automatically detected and can take too long to be found (Celani, 2012).
x Computational design methods allow automation of the design process and extension
of the standard features of CAD applications, thus transcending their limitations
(Killian, 2006).Therefore, CAD software shifts from a representation tool to a
medium for algorithmic computation, from which architecture can emerge (Terzidis,
2003). To apply computational methods, one must first translate the thought process
into a computer program by means of a Programming Language (PL) (Leitão, Santos,
& Lopes, 2012).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 28
Figure 17: Three Different Types of Representation of Computational Design Concepts, with Different
Abstraction Levels Source: (Celani, 2012)
In analogue models, one set of properties is used to represent another analogous
set of properties of the item being designed. Analog representations allow easy manipulation
as Analogue generative systems often represent potential designs by settings of wheels, dials,
sliding columns, etc. The operations performed to change the state of the system (that is to
describe a new potential design) are thus mechanical, for example, the spinning of wheels,
setting dials, sliding columns alongside each other (Celani, 2012)
x Some examples of scripting languages for CAD are Rhino ceros, Rhino Script,
Maya´s MEL, and 3DMax´s MaxScript.
Figure 18: Different Types of Programming Languages Source: (Bohnacker, Gross, Laub, & Lazzeroni, 2012)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 30
(1) VPL programs scale poorly with the complexity of the design task, for
example, as programs grow it becomes increasingly difficult to understand what
they do.
(2) The absence of (sophisticated) abstraction mechanisms forces users to rely
extensively on copy/paste, introducing redundancy.
(1) The absence of a (good) IDE requires users to either remember the
functionality or read extensive documentation.
x Examples of those programming languages and their programs: Rhino Script for
Rhinoceros3D, MEL for Maya, Haskell & Python in Visual Basic, and JavaScript,
Auto LISP, Racket and visual Scheme in CAD applications.
Figure 20: An Example of TPL in AutoCAD Interface Source: (Leitão, Santos, & Lopes, 2012)
2.4 Conclusion
After reviewing that chapter, it could be concluded that the computer has already
penetrated the design process and has become a part of it in the new architecture as it aims
to emulate or extend the human intellect so it helped to generate a computational design
approach which differs from the conventional design approach in depending on a computer
as a apart of the design process. There are some tools of the computational design which
facilitate that approach to design which need to be internalized and operationalized;
Geometry, Composition and Algorithmic Thought. There is an approach of design which
also depends on algorithmic thought which is called Algorithmic design. It enables the role
of the designer to be shifted from Architecture programming to Programming Architecture.
In order to depend on algorithms in architecture, it is important to have a background about
the field of programming either coding or scripting and that could be done by dealing with
any of the programming languages either VPLs or TPLs. It is found that modern TPLs can
be more productive than VPLs, especially, for large scale and complex design tasks.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 33
Design is not what it used to be. In schools and in studios, in corporations and in
political institutions, designers are using their skills to tackle issues that were previously out
of their bounds, from scientific visualization to interfaces, from sociological theories to
possible applications and consequences of nanotechnology. They do so by teaming up for
every case study with the right experts, who often seek designers’ help in order to connect
their theories with real people and the real world. In the late 1960s, Ettore Sottsass famously
declared that design ‘is a way of discussing society, politics, eroticism, food and even design.
At the end, it is a way of building up a possible figurative utopia or metaphor about life.
Design is indeed about life and, at a time of accelerated technological evolution and dramatic
political, environmental, demographic, and economical concerns, designers’ presence
guarantees that human beings are always kept at the center of the discussion (Myers W. ,
2012).
Over the past few decades, it has been experienced dramatic changes in some of
the most established dimensions of human life: time, space, matter and individuality. Today
our minds must be able to synthesize such transformations, whether they are working across
several time zones, traveling between satellite maps and nano-scale images, gleefully
drowning in information or acting fast in order to preserve a bit of down-time. It is very
important to focus on the ability of designers to grasp momentous advances in technology,
science and social mores, and to convert them into useful objects and systems (Myers W. ,
2012).
3.2 Definitions
3.2.1 Biology. The word biology is derived from the Greek words (bios) which
means (life) and (ologoy) which means (the study of) so it is defined as,
''It is the scientific study of life and living organisms, from one-celled creatures
to the most complex living organism of all the human being.'' (An organism is a living entity
consisting of one cell e.g. bacteria, or several cells e.g. animals, plants and fungi).
Biology includes the study of genes and cells that give living things their special
characteristics (Simpson & Weiner, 1989).
The art and science of designing buildings and (some) non-building structures
(Simpson & Weiner, 1989).
Architecture was the art which so disposes and adorns the edifices raised by men
... that the sight of them contributes to his mental health, power, and pleasure (Ruskin, 1849).
"You employ stone, wood, and concrete, and with these materials you build
houses and palaces: that is construction. Ingenuity is at work. But suddenly you
touch my heart, you do me good. I am happy and I say: This is beautiful. That is
Architecture". (Corbusier, 1927)
"Architecture starts when you carefully put two bricks together. There it begins.''
(Mies van der Rohe, 1959)
Architecture being important organism has attracted much attention with the
usage "biology" in the early 19th century by "Lamarck". Generally, the only important
biological reality with regard to modern architecture was the relation between form and
function. As the functional analogies, the relationship between form and function means
"existence" (Bell, 2012). This fact that "form follows function" or" function follows the
form" was first brought up in biology and debated for more than half a century. And this
eased the propagation of biological analogies because the only way to compare architecture
and the city, from the body point of view, with a living creature is to rely on the relation
between form and function. The other expression, which has been borrowed from biology in
architecture causing discussion on form, shape and relation, is the word "organic" that can
be used in studies and researches about the structure and skeleton of animals and plants
(Pourjafar, Mahmoudinejad, & Ahadian, 2011).
The concept of sustainable development does imply limits - not absolute limits
but limitations imposed by the present state of technology and social organization on
environmental resources and by the ability of the biosphere to absorb the effects of human
activities. But technology and social organization can be both managed and improved to
make way for a new era of economic growth (World Commission on Environment and
Development (WCED), 1987).
Figure 22: Integrated Design Approaches and Concepts of Sustainability Source: (The Researcher adapted
from (Jenkin & Zari, 2009))
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 38
3.4.1.1 Conventional design approach. Architects put the idea of the building,
then it would be transformed into three dimensional building after that they give it to the
mechanical engineers, structural engineers, etc. All of them are working separately far from
the others (Tom, 2010).
Figure 23: Conventional Design Process and How the Team Works
Figure 24: Integrated design process and how the team works
Integrative design is could be summarized in four words and all start with the
letter (E): Everyone Engaging Everything Early (Tom, 2010).
It comes down to an isolating rhythm of research and analysis by individuals on
the team and then they come together for all hands team workshop to compare and look for
interactions from that analysis (Tom, 2010).
Go off again to more research and analysis and go back again to workshop. They
always look to keys into relationships between systems and systems components (Tom,
2010).
Bio Design featuring fabric grown from food waste, self-healing concrete, leaves
that glow in the dark and DNA that stores data which explores a future closer than we think
(Isaacson, 2011).
for inspiration, Bio-Design incorporates living organisms into design as building blocks,
material sources, energy generators, digital storage systems and air purifiers, just to name a
few possibilities. Bio-Design is both opportunistic and logical in recognizing the tremendous
power and potential utility of organisms and their natural interaction with larger and ever-
changing ecosystems around them. Bio-Design can also be a means of communication and
discovery, a way to provoke debate and explore the potential opportunities and dangers of
manipulating life, particularly through synthetic biology, for human purposes (Myers W. ,
2012).
Bio design is an emerging and often radical approach to design that draws on
biological tenets and even incorporates the use of living materials into structures, objects,
and tools. It goes further than other biology-inspired approaches to design and fabrication
(Myers W. , 2012).
This contrasts markedly with the design approach that characterized the 20th
century: the mechanization of functions in order to overpower, isolate, and control forces of
nature, usually by utilizing advances in chemistry and physics (Myers W., 2012).
The integration of life into design is not a magic bullet to solve these pressing
issues. Nor will it be free from harmful missteps, deliberate misuses, or controversy.
Dystopian visions of the future awash in bio-design gone awry are credible possibilities
(Myers W. , 2012).
of nature—even coupled with the inevitable hubris that we can redesign and outdo it—is
long overdue and the most promising way forward (Myers W. , 2012)
3.5.2.1 Nature
The desire to follow nature, to adhere to its underlying forms in the pursuit of
harmony, can be traced back to antiquity, to the writings of Vitruvius, as well as to Goethe’s
work on morphology and the Romantic motion that certain truths were observable in nature
and unknowable to reason. The close examination and formal mimicry of nature by designers
reached a height in the late 19th century, in the Art Nouveau style in France and in its
iterations across Europe, coinciding with the work of naturalists and pioneers of biology,
like Ernst Haeckel, who meticulously described, named, and illustrated thousands of new
species. Shortly thereafter in On Growth and Form (1917), D’Arcy Thompson described
numerous links among biological form, physics, and mechanics, and highlighted how
optimization was frequently achieved in nature. This also coincided with the First World
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 42
War, and the rapid rise of mechanized industry as a dominant feature of economic, aesthetic,
and political life in Europe and the United States (Myers W. , 2012).
3.5.2.1.2 How designers dealing with nature. For centuries, artists and designers
have looked to nature for inspiration and for materials, but only recently have they become
able to incorporate living organisms or tissues into their work. This startling development at
the intersection of biology and design has created new aesthetic possibilities and helped to
address a growing urgency to build and manufacture ecologically. Bio Design is considered
to be a bio-integrated approach to sustainability which presents new innovations enabled by
biotechnology (Myers W. , 2012).
Figure 27: Properties of Living Structure Source: (The Researcher based on (Salingaros & Masden, 2006), 2015)
The act of weathering and repair, therefore, can make a building more alive. This
might shed some light on Japanese building tradition, in which some holy shrines are entirely
rebuilt in the exact manner every few decades. There develops a psychological bonding
between human beings and a structure that shows fractal patterns with weathering (but not
if it becomes ugly or falls apart). In this analogy, minimalist, non-weathering structures do
not metabolize. We are thus questioning the drive towards sleek building surfaces and
geometries that oppose natural processes, and suggest that older techniques that
accommodated the inevitable weathering are in fact more adaptive (Salingaros & Masden,
2006).
The reason that a non-adaptive architecture was able to develop is that the
selection process among buildings and architectural styles is not as direct as selection among
organisms (Salingaros, 2007). Selection in architecture is driven by forces external to the
natural process of adaptation, i.e. fashion, opinion, and politics (Salingaros & Masden,
2006).
A living system is one that acquires and actively uses information (Dyson, 2001).
Information transfer takes many different forms in biology. Hormonal and nervous systems
in animals are essential for interacting with the external world, and also for communicating
internally within the organism. Stored genetic information encodes templates that permit the
replication of individual cells, which replace worn-out cells in the body on a regular basis.
For example, all except brain cells are routinely replaced in a mammal. Inherited information
(across generations) is also stored in the brain, enabling all the instinctive behavior routines
that permit animals to function. As the evolutionary ladder is moved up, information and its
processing plays an increasingly central role in life. The higher mammals are capable of
learning, which is made possible by information storage mechanisms (Salingaros & Masden,
2006).
3.5.2.2 Science.
3.5.2.2.1 Science and biology. Over the past several decades, several industrial
revolutions took place including those in genomics, nanotechnology, and synthetic biology.
In the 1990s, scientists sequenced the human genome in hope of providing medical cures
through personalized medicine and DNA vaccines. However, genomic cures have yet to
materialize, mandating more focus on translational genomics. An infrastructure to support
nanotechnology is in place, and researchers are in various stages of product development
(Mayes, 2010).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 47
A crucial step to ensuring the success of the field is the development of enabling
technologies. This includes fast, powerful, and cost efficient computers. In addition, DNA
sequencers and DNA synthesizers are necessary to identify genes and make synthetic DNA
sequences (Mayes, 2010).
3.5.2.3 Creativity
Creativity is a natural part of being human. It is not reserved for those people
with some sort of special gift. This suggests that creativity exists in all people (at different
levels and various styles). The challenge arises from learning how to understand and use the
creativity someone has. This belief is fundamental for those who are interested in identifying
what creativity is and understanding how it can be developed (Isakson, Dorval, & Treffinger,
2011).
Creativity was defined as novel associations that are useful (Gryskiewicz, 1987).
This definition came as a result of interviews and analysis of stories of creative performance
with approximately 400 managers in organizations. What it is liked about this definition is
that it is simple and has a built-in tension between something being novel and useful. The
novelty part of the definition appears to fit well with most people's perceptions of creativity.
However, the usefulness part of the definition often stimulates questions in people's minds
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 48
about whether something needs to be useful in order to be creative. It also raises questions
in general about who determines if something is novel or useful, and therefore, who
determines if creativity is present or not (Isakson, Dorval, & Treffinger, 2011).
creativity is a dynamic concept. It changes through our experience. Also, creativity always
occurs in some context or domain of knowledge. But, while expertise is important and
necessary, it is not sufficient for determining creativity. Finally, creativity involves a
dynamic balance between imagination and evaluation (Isakson, Dorval, & Treffinger, 2011).
Using a creative approach also implies that there is a courageous attitude; one
that includes being open to new experiences, embracing ambiguity, and venturing into new
and unfamiliar territory. This attitude is often necessary because creative approaches are
about helping to move from a place with which is familiar to one that is different and
potentially unknown, and the results of these efforts are potentially uncertain (Isakson,
Dorval, & Treffinger, 2011).
thinking were closely related. Creative thinking produced new outcomes, and problem
solving involved producing novel responses and outcomes to new situations. Problem
solving often has creative aspects, but creativity is not always problem solving (Guilford,
1977).
"Creative activity appears ... simply to be a special class of problem solving
activity characterized by novelty, unconventionality, persistence, and difficulty
in problem formulation" (Newell, Shaw, & Simon, 1962)
Rather than keeping creativity separate from problem solving, that approach has
been to deliberately link the two. This approach is designed to apply both imagination and
intelligence, to generate as well as focus, to use logic and memory as well as emotion and
synthesis. The opportunity created by linking these two concepts is that there is a very
diverse collection of strategies, tools, and approaches, enabling to handle a wide variety of
challenges and opportunities (Isakson, Dorval, & Treffinger, 2011).
"First speculate on what 'might be' ..., sense and anticipate all conceivable
consequences or repercussions ... and choose and develop the best alternative
in full awareness" (Parnes, Noller, & Biondi, 1977)
First, know what the need is and the best place to begin to address it. The need
may come from working on Appraising Tasks (particularly the Content element) or it may
be evident from general understanding of the task (Isakson, Dorval, & Treffinger, 2011).
Second, know the specific purposes fulfilled by each CPS component and stage
(Isakson, Dorval, & Treffinger, 2011).
And third, link the task need to the most appropriate component or stage based
on the purpose it fulfills (Isakson, Dorval, & Treffinger, 2011).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 50
It is easiest to begin developing a link between CPS and the needs by considering
the three process components. Each component and stage has a specific and unique purpose.
At the component level, CPS can help to gain clarity about the challenge, generate ideas, or
put ideas into action (using Understanding the Challenge, Generating Ideas, and Preparing
for Action, respectively) (Isakson, Dorval, & Treffinger, 2011).
Figure 30: The Core Purposes of CPS Process Components and Stages
Source: (The Researcher based on (Isakson, Dorval, & Treffinger, 2011), 2015)
What are the forces that affect the survival of specific architectural templates?
For example, building glass-walled high-rise buildings in both hot and cold climates is
disastrous from an energy point of view. And yet, large rectangular buildings were
universally adopted as an early twentieth-century design typology. This and other industrial
examples are nonfunctional, but are copied from templates that have no relevance to human
needs. There is a contradiction here with biological replication (Salingaros & Masden, 2006).
3.6.1.1 Origination. Within these communities made up of tribes that have lived
in the area for centuries, a natural and effective solution has been developed: bridges grown
from the roots of rubber trees, shaped by people and strengthened over time. Without the
need for specialized training and equipment that other types of bioengineering require, The
Root Bridges of Meghalaya are coaxed from the natural growth of Ficus elastica—a rubber
tree within the banyan group of figs. These trees thrive on the slopes of hills and have strong
rooting systems (Myers W. , 2012).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 53
Figure 32: As with All Living Structures, The Bridges Rely on A Healthy Environment for Their
Maintenance, Abundant clean air, water, and soil are essential. Source: (Myers W. , 2014)
Although precise dating is difficult, it is widely accepted that many are more
than 500 years old (Myers W. , 2012).
Sadly however, many of the region’s rivers have in recent years been
poisoned by the runoff from nearby illegal mines. If the disruption to local ecosystems
continues unabated, these ingenious works of design that are engineered to live
indefinitely may shrivel and die (Myers W. , 2012).
Figure 34: Over Time, Bridges are Shaped from Figure 33: The Bridges are Ever Changing in
The Roots of Several Trees. These Natural Form and They are Strengthened by The Addition
Structures are Capable of Lasting for Hundreds of of Branch and Grass Clippings, Which Nourish
Years. Source: (Myers W. , 2012) The Roots. Source: (Myers W. , 2012)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 54
Place Germany
Date 2009
3.6.2.1 Description. The art of designing constructions that are made using
living trees has been called ‘Baubotanik’ or ‘Building Botany’ by a group of architects at
the University Of Stuttgart, Germany. These demonstration projects explore engineering
with living plants to integrate architecture into its immediate environment. They also blend
research and application by uniting architects, engineers and natural scientists in an endeavor
to create a structure and test new possibilities (Myers W. , 2014).
Figure 37: Connecting of Plants with Stainless Steel Figure 36: Assembly with The Crawler Crane
Screws Source: (Myers W. , 2014) Source: (Myers W. , 2014)
Figure 38: Screw Bases of The Temporary Scaffold Figure 39: Pre-Cultivated Plants in The Greenhouse
Source: (Myers W. , 2014) Source: (Myers W. , 2014)
3.6.2.3 Development. Traces are made out of two plants arranged in form of a
rhombus to create the plant structure. At their crossing points they are connected to the
horizontal arranged levels. In process of time, the plants merge together and join to a
vigorous connection with the levels. Thereby they develop a timber-framed supporting
structure. As soon as the living structure is stable enough to support the ingrown levels and
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 56
take over the loading capacity, the scaffold will be removed. Depending on many factors,
this process can not been predicted. It shall be studied at this structure. Therefore a period of
about 5 up to 10 years is expected. Then the plants will take up vertical forces and solely
through the combination with the horizontal arranged technical modules a stiffening
structure originates (Myers W. , 2014).
Figure 43: Early Summer 2010 Figure 45: Spring 2010 Figure 44: Winter 2010
Source: (Myers W. , 2014) Source: (Myers W. , 2014) Source: (Myers W. , 2014)
Figure 42: Summer 2011 Figure 41: Autumn 2011 Figure 40: Spring 2011
Source: (Myers W. , 2014) Source: (Myers W. , 2014) Source: (Myers W. , 2014)
Figure 48: Last Summer 2010 Figure 47: Autumn 2010 Figure 46: Winter 2011
Source: (Myers W. , 2014) Source: (Myers W. , 2014) Source: (Myers W. , 2014)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 57
Figure 49: By Directing Their Growth, Trees and Woody Plants can be Integrated into Built Structures. This
Slow Construction Method Creates Living Architecture Integrated with—and Enhancing—The Environment
Source: (Myers W. , 2012)
3.6.3.1 Description. This Concept suggests an alternative to the sterile, stand-
alone homes that are at odds with their immediate environment. It offers a method for
growing residential accommodation from native trees that remain living and integrated with
the ecosystem. Here, a growing structure is grafted into shape with prefabricated computer
numerical controlled reusable scaffolds. Depending on the weather conditions and location,
it should take approximately seven years to grow (Myers W. , 2012).
The creation of Fab Tree Hab relies heavily on ‘pleaching’, the ancient process
of tree shaping in which tree branches are woven together so that as they continue to grow
they form archways, lattices, or screens. The trunks of inosculating (self-grafting) trees, such
as elm, oak, and dogwood, form the load-bearing elements, while the branches provide a
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 58
continuous crisscross frame for the walls and roof. Interlaced throughout the exterior is a
dense protective layer of vines, which is interspersed with soil pockets that support growing
plants (Myers W. , 2012).
Figure 51: Energy and Nnutrient Flows are Connected with The Natural Cycles of The Surrounding
Ecosystem, Thereby Harnessing Both Cool Air and Rainwater Source: (Myers W. , 2012)
Figure 50: A variety of Plants Fill in The Gaps in The Façade, Encouraged By The Use of Perforated
Scaffolding Through Which Stems and Leaves Can Intertwine Source: (Myers W. , 2012)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 59
Aliving structure is slowly grafted into shape with the help of prefabricated and
reusable scaffolding. Organic processes and time together become the essential construction
materials. Depending on the climate, it takes about 5 years of guided tree growth before the
house is functional (Myers W. , 2012).
Figure 56: The Wind and Sand That Result in Expansion of The Desert, Threatening Settlements and Arable
Land, are Exploited in Biological Construction Source: (Myers W. , 2012)
Figure 59: A Dune Cross-Section with Rigid Chambers Where Precious Moisture and Soil Might Be
Preserved Source: (Myers W. , 2012)
Figure 58: The Shape of The Structure Here is Shown in A Tafoni Pattern—Characteristic of Rock That Has
Been Eroded by Wind or Moisture for Many Years Source: (Myers W. , 2012)
3.6.4.2 Inspiration. Dune was inspired by the ongoing project in the same area
to plant trees and vegetation across a dozen countries in the region, the goal of which is to
protect the Sahel Belt—a stretch of dry savanna just south of the desert. Funds for this Great
Green Wall are still being raised, but there has been progress in Senegal, where some 500
km (311 miles) of trees have been planted (Myers W. , 2012).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 63
Figure 60: Resisting The Spread of The Desert Becomes Ever More Difficult and Yet Important as The
Climate Warms. The Vast Savanna of The Sahel Belt is One of Many Areas That are Currently Under Threat
Source: (Myers W. , 2012)
Figure 61: The Architect‘s Proposal Stemmed from An Examination of Extreme Environments, Such As
Desert, Ocean, and Tundra, Where Traditional Approaches to Building are Simply Unfeasible
Source: (Myers W. , 2012)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 64
3.6.4.3 Materials. Bacteria, water, urea, and calcium chloride would be injected
into the sand-scape and would— via a process called microbial-induced calcite
precipitation—produce calcite, a natural cement, that would cause the sand to solidify within
24 hours. By choosing where to apply the microorganism, the architect would have a degree
of control over the process, but the final form would be heavily influenced by the
environment. While the principal aim would be to produce a barrier against sand moved by
the wind, the structure’s formation would be augmented by wind action. Thus the design
elegantly harnesses the energy embodied in the problem to propose its solution (Myers W. ,
2012).
Figure 62: Microbially Induced Cementation is A Natural Process That Can Be Observed in Swamps and
Lakes. It Is Not Harmful to Humans and Will Cease Once Available Nutrients Have Been Depleted
Source: (Myers W. , 2012)
Figure 65: Full Set Drawings for the Module Pod Source: (Myers W. , 2014)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 66
Figure 66: Grown Algae between Modules (Bioreactors) Source: (Myers W. , 2014)
As an open and reconfigurable structure, the voids between pods form a network
of vertical public parks/botanical gardens housing unique plant speciesǦ a new Uncommon
for the Commons. MicroǦalgae is one of the most promising bioǦfuel crops of today, yielding
over thirty times more energy per acre than any other fuel crop. Unlike other crops, algae
can grow vertically and on nonǦarable land, is biodegradable, and may be the only viable
method by which we can produce enough automotive fuel to replace the world’s current
diesel usage (Myers W. , 2014).
Algae farming use sugar and cellulose to create bioǦfuels and simultaneously
help to reduce Carbon Dioxide emissions, since it replaces CO2 with Oxygen during
photosynthesis. While the bioǦreactor process is currently in an experimental phase, recent
advances in single step algae oil extraction and low energy high efficiency LEDs make the
algae bioǦreactor an extremely promising prospect on the renewable energy technology
horizon (Myers W. , 2014).
3.6.5.4 Composition growth. The central location of the EcoǦPod and the public
and visible nature of the research, allows the public to experience the algae growth and
energy production processes. As a productive botanical garden, it also functions as a pilot
project, a public information center and catalyst for ecological awareness. An onǦsite robotic
armature (powered by the algae bioǦfuel) is designed to reconfigure the modules to maximize
algae growth conditions and to accommodate evolving spatial and programmatic conditions
in realǦtime. The reconfigurable modular units allow the structure to transform to meet
changing programmatic and economic needs, while the continuous construction on the site
will broadcast a subtle semaphore of constructional activity and economic recovery. This is
anticipatory architecture, capable of generating a new microǦurbanism that is local, agile,
and carbon net positive (Myers W. , 2014).
Figure 69: Robotic Armature (Powered by the Algae BioǦFuel) Source: (Myers W. , 2014)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 68
Figure 70: Different between New Trend of Buildings and the Ordinary Buildings
Source: (Myers W. , 2014)
3.7 Conclusion
After reviewing this chapter, it could be concluded that design in not what is
used to be in schools and in studios, in corporation and in political institutions.
Environmental degradation which occurs in the whole world obligated designers to rethink
in their ways to design buildings and how their buildings harness the nature, so they should
deal with nature as a part of their design process in order to meet the needs of the present but
without compromising the ability of the future generations and that is called sustainable
development. Towards sustainability, new trends of design appeared. One of these new
trends is dealing with nature as a tool of design and depending on biological systems in
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 69
buildings that trend in design is called Bio- Inspired Design. Bio design could be generated
by a complete integration between nature, science and creativity. Nature is the master of all
designs and in that trend design of buildings starts by a biological base (biological organism).
Science is playing an important role in that trend as by new technology which had been
developed by scientists; let them be able to doing changes in the DNA of any biological
organisms do. Those changes opened the field to invent new materials by changing the
behavior of any other materials and then using these materials in a proper use to make full
use of their specialized characteristics. Third, creativity and its important role in dealing with
designing building as a way to solve problem so there would be a creative approach to solve
any problem with a scientific method. After that integration, there would be the relationship
between that integration and biological systems to generate bio-inspired design. Finally,
there would be some examples to explain how that integration could be realized and the
predicted out comes by depending on a bio- inspired trend in design.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 70
New architectural paradigms are forming with the help of the transition to digital
design; new tools help to find new sources of inspiration and solutions. Parametric design
software has already established itself and it is now common that designs incorporate
computer modeling. But these tools only mimic old design processes and do not themselves
any new possibilities or inspiration for design. It is stated that they offer the benefits of
computerization but not the over whelming opportunities of computing (Terzidis, 2006).
Digital infrastructures are being inscribed into cities and buildings, new forms
and methods of spatial organizations are being emerged (Mitchell W., 1995). Technological
architectures are being replaced by computational architectures of topological, non-
Euclidean geometric space, kinetic and dynamic systems, and genetic algorithms (Kolarevic,
2000).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 72
to the higher order assembly of tissues into organs and whole organisms. While related to
the field of developmental biology with its traditional emphasis on the control of gene
expression and the acquisition of cell fates, morphogenesis investigates how this regulation
of cell fates contributes to the form and structure of the organism and its component parts
(İçmeli, 2014).
Each cell has own parameters (contains morphogen levels, growth rate etc.) and
a boundary which define its limits. All the situations; state or transformation status is
determined in these parameters in mathematical formula. Architecture is used these
computational models as a generative tool in form-making process (Rudge & Haseloff,
2005).
4.3.1 Proliferation
Figure 74: Cell Arrangements in Plant Tissues Source: (Rudge & Haseloff, 2005)
Simple cell colonies were generated from initial conditions of a single unit
square cell. All cells were grown at the same rate and divided when their volume doubled.
Cell growth was isotropic (İçmeli, 2014).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 74
4.3.3 Cell Lineage and Positional Information. The relative roles of cell
lineage or inheritance, and cell-cell signaling mechanisms and their interactions are
important in understanding plant development. The morphogen was used to trigger growth
and division in 1-dimension. This maintained an active cell at the end of a line of in active
cells, in a similar manner to a plant root or shoot meristem (İçmeli, 2014).
In a reverse move, architecture and engineering can inform the studies in biology
because
x Components of organisms develop and specialize under the influence
of contextual conditions such as static and dynamic loads or the
availability of sun light.
x In biology as in architecture, computational modeling is becoming an
increasingly important tool for studying such influences.
x Architecture and engineering have developed computational tools for
evaluating and simulating complex physical performances (such as
distribution of loads, thermal performance or radiance values).
x Such tools are as yet unusual or unavailable in biology.
processes. Complex curvilinear geometries are produced with the same ease as Euclidean
geometries of planar shapes and cylindrical, spherical or conical forms. The plan no longer
'generates' the design; sections attain a purely analytical role. Grids, repetitions and
symmetries lose their past raison d'être, as infinite variability becomes as feasible as
modularity, and as mass-customization presents alternatives to mass-production (Kolarevic
& Malkawi, 2005).
The digital generative processes are opening-up new territories for conceptual,
formal and tectonic exploration, articulating an architectural morphology focused on the
emergent and adaptive properties of form. The emphasis shifts from the 'making of form' to
the 'finding of form' which various digitally-based generative techniques seem to bring about
intentionally. In the realm of form, the stable is replaced by the variable, singularity by
multiplicity (Kolarevic & Malkawi, 2005).
The defining element of the topological architecture is its departure from the
Euclidean geometry of discrete volumes represented in Cartesian space, and the extensive
use of topological, “rubber-sheet” geometry of continuous curves and surfaces,
mathematically described as NURBS - Non-Uniform Rational B-Spline curves and surfaces.
In the topological space, geometry is represented not by implicit equations, but by parametric
functions, which describe a range of possibilities (Piegl & Tiller, 1997).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 77
4.5.1.1.2 Non-euclidian
geometries. Euclid's Elements proposed five
basic postulates of geometry, of which all were
considered self-evident except the fifth
postulate of ''parallelism'' which asserts that
two lines are parallel, i.e. non intersecting, if
there is a third line that intersects both Figure 76: Homeomorphic (Topologically
perpendicularly (Kolarevic & Malkawi, 2005). Equivalent)
Source: (Kolarevic, 2005)
Figure 77: Spatial Computing with Conformal Geometric Algebra Source: (Rudge & Haseloff, 2005)
4.5.1.1.3 NURBS. NURBS are a digital equivalent of the drafting sp-lines used
to draw the complex curves in the cross-sections of ship hulls and airplane fuselages. Those
sp-lines were flexible strips made of plastic, wood or metal that would be bent to achieve a
desired smooth curve, with weights attached to them in order to maintain the given shape.
The term sp-line (the .S. in NURBS) actually has its origin in shipbuilding, where it was
used to refer to a piece of steamed wood shaped into a desired smooth curve and kept in
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 78
shape with clamps and pegs. Mathematicians borrowed the term in a direct analogy to
describe families of complex curves (Kolarevic & Malkawi, 2005).
The main reason for their widespread adoption is the ability of NURBS to
construct a broad range of geometric forms, from straight lines and Platonic solids to highly
complex, sculpted surfaces. From a computational point of view, NURBS provide for an
efficient data representation of geometric forms, using a minimum amount of data and
relatively few steps for shape computation, which is why most of today's digital modeling
programs rely on NURBS as a computational method for constructing complex surface
models and, in some modelers, even solid models (Kolarevic & Malkawi, 2005).
Figure 78: A Composite Curve Constructed from Tangent Circular Arcs and Straight Line Segments
Source: (Kolarevic & Malkawi, 2005)
Figure 79: Varying the Degree of A NURBS Curve Will Produce Different Shapes
Source: (Kolarevic & Malkawi, 2005)
4.5.1.2 Isomorphic architecture. Isomorphic surfaces represent another point
of departure from the Euclidean geometry and the Cartesian space. Blobs or meta-balls, as
isomorphic surfaces are sometimes called, are amorphous objects constructed as composite
assemblages of mutually inflecting parametric objects with internal forces of mass and
attraction. They exercise fields or regions of influence, which could be additive (positive) or
subtractive (negative). The geometry is constructed by computing a surface at which the
composite field has the same intensity - hence the name - isomorphic surfaces (Kolarevic &
Malkawi, 2005).
Isomorphic surfaces open up yet another formal universe where forms may
undergo variations giving rise to new possibilities. Objects interact with each other instead
of just occupying space; they become connected through logic where the whole is always
open to variation as new blobs (fields of influence) are added or new relations made, creating
new possibilities. The surface boundary of the whole (the isomorphic surface) shifts or
moves as fields of influence vary in their location and intensity. In that way, objects begin
to operate in a dynamic rather than a static geography (Kolarevic & Malkawi, 2005).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 80
4.5.1.3 Animate architecture. Greg Lynn was one of the first architects to
utilize animation software not as a medium of representation, but of form generation.
According to Lynn, the prevalent “cinematic model” of motion in architecture eliminates the
force and motion from the articulation of form and reintroduces them later, after the fact of
design, through concepts and techniques of “optical procession.” In contrast, animate design
is defined by the co-presence of motion and force at the moment of formal conception. Force,
as an initial condition, becomes the cause of both motion and particular inflections of a form.
According to Lynn, while motion implies movement and action, animation implies evolution
of a form and its shaping forces (Kolarevic & Malkawi, 2005).
Figure 81: Animate Architecture: Lynn’s Port Source: (Kolarevic & Malkawi, 2005)
In key shape animation, changes in the geometry are recorded as key frames (key
shapes) and the software then computes the in-between states. In deformations of the
modeling space, object shapes conform to the changes in geometry of the modeling space
(Kolarevic & Malkawi, 2005).
Figure 83: Paramorph by Mark Burry Source: (Kolarevic & Malkawi, 2005)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 82
The key concept behind evolutionary architecture is the genetic algorithm which
is a class of highly parallel evolutionary, adaptive search procedures (Frazer, 1995). Their
key characteristic is ''a string-like structure'' equivalent to the chromosomes of nature, to
which the rules of reproduction, gene crossover, and mutation are applied. Various
parameters are encoded into the “a string-like structure” and their values changed during the
generative process. A number of similar forms, “pseudo-organisms,” are generated, which
are then selected from the generated populations based on predefined “fitness” criteria. The
selected “organisms,” and the corresponding parameter values, are then crossbred, with the
accompanying “gene crossovers” and “mutations”, thus passing beneficial and survival-
enhancing traits to new generations. Optimum solutions are obtained by small incremental
changes over several generations (Kolarevic & Malkawi, 2005).
In the process of genetic coding, the central issue is the modeling of the inner
logic rather than external form. Other equally important issues are the definition of often ill-
defined and conflicting criteria and how the defined criteria operate for the selection of the
“fittest”. Equally challenging is the issue of how the interaction of built form and its
environment are transcribed into the morphological and metabolic processes (Kolarevic &
Malkawi, 2005).
4.5.2.1 Dynamics and the fields of forces. Greg Lynn’s work on “animate
form” was very much inspired by D’Arcy Thompson “On Growth and Form”, in which
Thompson argues that the form in nature and the changes of form are due to the “action of
force.” With his work on using motion dynamics to generate architectural form, Lynn has
compellingly demonstrated what Nicholas Negroponte had only hinted at in his seminal
work from some thirty years ago, “The Architecture Machine,” also acknowledged in Lynn’s
writing (Kolarevic & Malkawi, 2005).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 83
In parametric design, objects are no longer designed but calculated, and that
allows the design of complex forms with surfaces of variable curvature that would be
difficult to be represented using traditional drawing methods, and laying the foundation for
a nonstandard mode of production. These objectiles are non-standard objects, mainly
furniture and paneling, which are procedurally calculated in Micro-station and industrially
produced with numerically controlled machines (Cache, 1995).
Figure 84: Bernard’s Cache “Objectiles.” Source: (Kolarevic & Malkawi, 2005)
Both understandings can be of interest and inspiration for architects, despite the
fact that a literal importation of biological structures or processes into architectural design is
usually not feasible, meaningful or desirable (Roudavski, 2009).
4.6.2 Characteristics
Given this situation, the biological examples were selected both for simple
pragmatic reasons as well as for their conceptual suitability:
x A pragmatic stance suggested the selection of models that were
sufficiently generic, publicly available and interesting for comparison.
x (A) Cellular architecture of plants can be conceptually subdivided into several scale
levels represented in this diagram by horizontal planes. This conceptual subdivision
helps to formalize the structure and functioning of plants.
x (B) The entities in each level of description establish interactions with other plant
constituents, and it is possible to determine a topological neighborhood for any
entity: a cell is related to its neighboring cells horizontally, it belongs to an organ in
a vertical upward relationship and to the walls that define its boundaries via a vertical
downward relationship.
x (D) Changes in the network of interactions are due to growth mechanisms and can
be broken down into birth and death operators: the division of a cell results from the
deletion of four walls and the creation of ten new walls (eight subdivisions from
previous walls plus the two new walls separating the newly created cell). Entities
associated with new walls are then defined through one inheritance function and
those associated with the two daughter cells through another (Dupuy, Mackenzie,
Rudge, & Haseloff, 2008).
Another dynamic attribute of plant cells is the capability for expansion under
turgor pressure. The actual physics behavior of viscous plant cell-walls can be relevant in
architecture only in the application to similar materials. However, the general concept of an
expandable cell can further support the dynamic adaptability of the computational model
(Roudavski, 2009).
Figure 86: Biomechanical Model for Cell Expansion in Morphogenesis: Cell Wall Response to Turgor
Pressure Through A Viscous Yielding of The Cell Wall, Compensated at The Same Time by Thickening to
Maintain A Constant Cross-Section Source: (Dupuy, Mackenzie, Rudge, & Haseloff, 2008)
4.7 Conclusion
After reviewing that chapter, it could be concluded that the field of architecture
is going through a shift by depending on new techniques and the new technologies in
architectural designing. This could be done by depending on using the digital media not only
as representational tools for visualization but also as generative tools for the derivation of
form; this is what is called morphogenesis. Morphogenesis concept was used in numbers of
disciplines like biology, geology, crystallography, engineering, urban studies, art and
architecture. The original usage was in the field of biology so it had been discussed the
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 89
relation between biology and architecture and got the similarities and differences between
them and how it is easy to realize a complete integration between them in order to make full
use of them. How architects and biologists think, the way that architecture dealing with
problems and trying to solve them; however nature has already solved all problems. It was
found that all of them depend on computational models during studying.
“Natural spiraling & twirling (Genetic & Environmental) are growth strategies
conceptually understood & sometimes viewed across scales – cosmological to
quantum- from galaxies, ocean waves, trees, insect flight paths to shells, &
molecular orbits. Spirals are the universe's embedded locomotion.”
(Dollens, 2009)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 93
5.1 Introduction
It is being associated with Sir Charles Sherrington’s more ornate and not
meaningless metaphor for thought that;
Technology, as manifested in
weaving, brought forth the transformation
of plant fiber into rigid, semi-flexible, or
flexible rugs, mats, lattices (planar
geometric objects serving to clad matrices)
that could then be conceptualized as
partitions or walls. With the wall, the
potential division and subdivision of
otherwise abstract space, virtual space
became physical; and here, in the spatial
matrix, divided and articulated,
architecture began to breathe; a breath
filtered through botanical-technological
construction (Herrmann, 1984).
Semper saw weaving as an Figure 89: Semper’s Braids
architectural act, not as a metaphor. Source: (Dollens, 2009)
Additionally he saw knotting, lashing,
braiding, and banding as related crafts joinery pointing to complementary technological
developments where woven panels could be connected sequentially—tiled—to make spatial
partitions modular—a global practice continuing today, from the marshlands of Iraq to
spontaneous squatter cities around the world (Herrmann, 1984).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 94
From this most organic and technological view of the birth of architecture,
sometimes, referencing Sempers' ideas in a historic vein and sometimes in a new context of
weaving & knotting information; sometimes, more metaphorically, looking to instances
where informational, scientific, and computational developments are leading to the
generation of new ideas that, in turn, power generative visions, technologies, or strategies
for architecture; for example, through biotechnology, algorithmic growth, or bio-mimetic
design (Herrmann, 1984).
Figure 90: Semper‘s Vision of Architecture Source: (The Researcher based on (Dollens, 2009), 2015)
x Dollens's view will include another look at plants with the benefit of
digital technologies from mimetic morphology to platonic forms sculpted
by induced evolutionary forces forming new types of digital and analog
cellular life and genetic-related geometries (Dollens, 2009).
Figure 91: Dollens's Vision of Architecture Source: (The Researcher based on (Dollens, 2009), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 95
Nevertheless, the idea of virtual place has deeply inflected, infected, and
influenced the thinking of a sufficient number of architects, artists, and theorists to push
spatial reality through new filters, to hybridize thoughts so that they begin to grow new forms
and that these new forms, structures, and materials can fuse with the promise of earlier VR
experiments that will, in fact, be grown physically and eventually be inhabitable. Currently,
such investigations are taking place in many areas; some that look to medical technologies,
game development, compression and algorithmic generation as well as to digital-analog
botanic growth. All the experimental work looks to generate ideas, theories, and (or)
structures lodged in the folds of digital visualization, computational botany, biology,
programming, medicine, physics, history, and philosophy. A couple of further notes will
open some of the folds and clarify some metaphors of this new view of a digital-botanic
architecture, permitting a deeper look into the inner folds. Most essential in this regard is a
working understanding of the terms meme, monad, and meme-monad in relation to, but
different from, mimetic and biomimetic, and they will be taken as they come (Vidler, 2001).
consider architecture’s position unshakably mechanist, and it is only with effort that this
view can be contested by suggesting in its place an evolutionary pedigree by which
architecture is a kind of biologic organism and a potential, if mostly unacknowledged, near-
life or semi-life form to be investigated in the animating force-field and particle-universe
represented in quantum theory and demonstrated in physics, biochemistry, biotechnology,
cellular automata, and nanotechnology. It must be known at least that architecture is not inert
objects (Dollens, 2009).
Even before Semper’s thesis, architecture had been divorced from the notion of
an organism. It hadn't been said that it stopped evolving mechanically or aesthetically, but
that the practice of making buildings has not kept pace with other cultural evolution
specifically, capitalistic and scientific evolution. Simply stated humans make buildings (our
nests) and animate them with mechanical systems and think of them as real estate; yet slowly,
as wetware and software are been evolved with the capacity to think, a sentient or semi-
sentient, self-assembling architecture could be contemplated, also infusing skyscraper nests
could be contemplated with the potential for thought or responsive environmental
intelligence. Equally slowly, but more and more conceivable as our mechanical systems
come to function like and resemble biological organisms, we can begin to appreciate
architecture as more than materially entropic, looking instead to architecture as systems
entropic, and seeing in the systems’ interdependent workings relationships similar to those
seen in organic nature, say in an air-cooled termite tower (Dawkins, 2000).
Without any over stress on a realm of science fiction (SF), there was a scant
public imaging of advanced architecture with this exceptional passage from William
Gibson’s Idoru: “You mean the nanotech buildings? . . . Virtually had failed to convey the
peculiarity of their apparent texture, a streamline organism. . . . The entire façade of one of
the new buildings seemed to ripple, to crawl slightly. . . . They slid apart, deliquesced, and
trickled away, down into the mazes of an older city.” Clearly, a seed of biological-
computational architecture growing in the dark of Tokyo nights filters into popular culture
through Gibson’s novel. So, growth of structures is not a totally foreign notion for general
contemplation (Dawkins, 2000).
mutation. Yet, such scientific transformations are not limited to the world of science, they
are rippling through the art world and popular media, creating and affecting the way of
thinking about nature and the way of producing culture. If man’s phenomenal success in
colonizing all parts of the globe is specifically owing to technology—sanitary or health,
heating or cooling, and transportation systems, etc. then it makes at least partial sense to look
to technology for evolving and correcting the seemingly uncorrectable mess that success has
caused. In a sense, to regrow or overgrow development (Dollens, 2009).
Figure 92: Digital-Botanic Architecture Source: (The Researcher based on (Dollens, 2009), 2015)
while genetic or
evolutionary architecture (like
Gibson’s Nano-buildings)
seemingly has the ring of SF, it has
moved beyond dreams and at this
moment is slowly creating virtual
models and being theoretically
articulated so that resulting
structures, spaces, and prototypes
are as much a matter of time and
financial support as technological
advancements. So while many
aspects of a digital-botanic and a
computationally generated
architecture remain theoretical
today, there is no reason to doubt
that future technologies will grow
living cells (silicon and carbon) that
can be directed by genetic
architectural programming. Given
such a scenario, one will see the
melding of inorganic computation
with organic life, resolving and
producing a new vision of habitable
space (Frazer, 1995).
Figure 93: X-frog Truss-Frame Grown from A Tree (Top Left) to Study Possible Structural Articulations for
A Building Frame and Columns
''We must be clear that, when it comes to atoms, language can be used only as
in poetry.'' (Bohr, 1971)
Figure 94: Part of the A System of Architectural Ornament – Plate 2 Source: (The Researcher adapted from
(Dollens, 2009), 2015)
Figure 95: Tumble Truss Project Lexicon, Observational Biomimetics Leading to Physical Models
Source: (The Researcher adapted from (Dollens, 2009), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 101
By discussing these first seven sketches for Plate 2, Manipulation of the Organic,
any of these forms may be changed into any of the others through a series of systematic
organic changes technically known as ‘morphology’. Sullivan articulates his experiments in
an attempt to develop his thesis into a hybrid textual/graphic hypothesis, suggesting that for
him architectural form has inherent “organic” real life, not merely metaphoric or ornamental
suggestion. He had, in fact, already laid groundwork for such suggestion when he began the
System with a little sketch of a germinating seed (Sullivan, 1967).
Figure 96: Growing with Digital Model Source: (The Researcher adapted from (Dollens, 2009), 2015)
Figure 98: A Typical Seed with Two Cotyledons from Part of The A System of Architectural Ornament –
Plate 2 Source: (Dollens, 2009)
Above is drawn a diagram of a typical seed with two cotyledons. The cotyledons
are specialized rudimentary leaves containing a supply of nourishment sufficient for the
initial stage of the development of the germ (Sullivan, 1967).
The Germ is the real thing; the seat of identity. Within its delicate mechanism
lies the will to power: the function which is to seek and eventually to find its full expression
in form (Sullivan, 1967).
The seat of power and the will to live constitute the simple working idea upon
which all that follows is based—as to efflorescence.
Figure 99: Applying Growth and Generation to Architectural Design Source: (The Researcher based on
(Dollens, 2009), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 104
There was no protest of being associated with the experimental use of software
intended more for pastoral 3D generation of natural forms, such as oak trees, than as a tool
for investigating architectural space based on botanic growth (Dollens, 2009).
Figure 100: Collaboration between Sullivans' Ideas and Meme-Monad Source: (The researcher based
on (Dollens, 2009), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 105
With these observations in mind and cross-fertilizing them with the notion that
Sullivan’s ideas are alive, transmitted through meme-monad compounds, new ideas that lead
to designs and forms are being grown. In a sense which has been entered into a one-sided
collaboration with idea-seeds (meme-monads) embedded in Sullivan’s physical and
theoretical work that is, to an extent, infected by Sempers' thoughts about architectural
origins in organic craft and botanic materials. These reconstituted ideas are in turn organized
and interpreted through mechanisms postulated by Leibniz and Dawkins, which, when
joined, they could constitute a new metaphysical strain of information transference by
meme-monad, making Sullivan Semper ideas available for a kind of opportunistic,
infectious, genetic-idea mutation—a benign idea-virus. The infectious nature of memes has
allowed the replication and the transmission of Sullivanesque ideas, while the quantum-scale
qualities of universal perception and mirroring found in monads has kept them conceptually
and environmentally clear and available (Dollens, 2009).
Figure 101: X-frog Growth with Pod Dispersion; Inspired by Sullivan’s A System of Architectural Ornament
and His Merchant’s National Bank, Grinnell, Iowa
Source: (The Researcher adapted from (Dollens, 2009), 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 106
Figure 102: Xfrog Growth Developed As A Tall Building Inspired by Sullivan’s A System of Architectural
Ornament and His Merchant’s National Bank
Source: (The Researcher based on (Dollens, 2009), 2015)
5.4 Application
5.4.1 Hypothesis. In the merger of botanic and digital production it has been
discovered potentials inherent in software such as X-frog when hybridized with other
software such as Rhino or Maya, etc. In such hybridized cases, digitally realized volumes
mimic or simulate organic growth; or, more interestingly, make possible the application of
growth simulation for volumetric shapes, and these grown shapes can then be engineered
and detailed as architecture.
“The gene specifies how development occurs, and that in turn specifies how
behavior occurs. The spooky truth is dawning on scientists that they can regard
behavior as just an extreme form of development.” (Ridley, 2003)
This growth process has been chosen to be attempted with observational,
biomimetic botany. Yet the process is as fully open to other visualization methods or
information patterns where software integrates and fuses botanic information with
geometry—growing geometrics in place of branches, but able to algorithmically establish
sub-branching, budding, and flowering; for example, in simulated architectural growth
(Dollens, 2009).
Such procedures, establish the claim that Sullivan’s System harbors live, genetic
information. If so, then his drawings (and many other drawings by implication) are the
equivalent of Jurassic amber encasing DNA. So, if entertaining such a scenario, a mechanical
reproduction, such as an edition of A System of Architectural Ornament, carries Sullivan’s
genetic code-seed, implanted with his pencil in the original drawings, his genetic-graphic
imprint, transported through space and time, into new designs where it confers powers of
inheritance and morphing (in his sense) to new work, while equally insuring offspring
(Dollens, 2009).
This process as analogous to, or at least as an offshoot of, the concept that live,
cultural units of transmissible information—meme-monads—can be carried through history
and infect and/or bequeath, a gene-like system of cultural and physical transmission
(Dollens, 2009).
5.4.2 Introduction for Examples. There have been a series of experiments with
simulated digital trees, hybridized into architectural elements, illustrates botanic forms and
their morphological and mathematical attributes applied to design systems and structures.
Using this generative process demonstrates how the transference of some biological
properties, held in algorithmic notation, such as phyllotaxy, allometry, and phototropism,
may be inherited by architectural and design elements derived from plant simulations and
their corresponding biological math (Dollens, 2009).
5.4.3 E-Trees & E-Plants. It had been called the plant simulations eTrees to
distinguish between living trees and the models. The programs which had been used most
are Xfrog and Rhino. Xfrog is frequently used to computationally “grow”—simulate—
lifelike digital trees and flowers for films. It can produce forms based on botanic growth,
imparting to its 3D files selected attributes of living organisms—for example logarithmic
proportion, branching, gravitropism, sequencing, and spiraling. But its design-growth
parameters can also be tasked to generate original structures based on the organically derived
algorithms it uses to mimic, say, an oak or an elm. Or, Xfrog can substitute solids—spheres,
cubes, cones—for leaves, stems, or branches. Figuratively, such manipulation results in
generic species of digitally grown branch structures. For example, tree branching may be
transformed—computationally hybridized—to produce experimental forms with botanic
heritage (Dollens, 2009).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 109
5.4.4 Examples
Figure 106: X-frog Grown Tree-Column Source: (The Researcher adapted from (Dollens, 2009),
2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 112
Figure 108: E-Tree Branch & Tendril Morphology Source: (The Researcher adapted from (Dollens, 2009), 2015)
5.4.2.3.1 STL & SLS E-tree models. Branch and tendril development are
evolving as multi-directional, flexing structural trusses that gradually erase the digital tree
trunks. Simultaneously, the branches sprout secondary growths based on flowers, leaves,
tendrils, and pods that are eventually reprogrammed as living or mechanical spaces for
prototype buildings (Dollens, 2009).
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 114
An STL model of the Arizona Tower sprouts roots and branches at forking
nodes, from which, over scaled pods and cubes were reprogrammed into room like volumes.
Software-grown e-Tree programmed to grow branches into a self-supporting structure with
outstretched branch tips defining a point-cloud for later glass skin generation and, finally,
Para Cloud generated components derived from almond shells as 3D surface components
(Dollens, 2009).
As already seen, the E-tree which generating this tower’s cylinder is also a
component of other projects—a kind of spine whose structural code lends itself to multiple
design paths resulting in different kinds of structural leafing and branching forms. While
prominent in the developmental stages of the tower’s panels, the E-tree is eventually
repressed in favor of the load-bearing monocoque facade supporting the building and held
in compression and tension by the fifteen floor planes (Dollens, 2009).
5.5 Recommendations
Figure 111: Steps to Produce A Bio-Digital Building Source: (The Researcher, 2015)
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 117
5.6 Conclusion
After reviewing this chapter, it could be concluded that Gottfried Semper saw
that weaving could be considered to be an architectural act not as a metaphor, as it is one of
the most appealing conjectures for the birth of architecture. Semper's vision of architecture
is that the architect could deal with the nature by analogy in order to design a building and
there are many different visions for architecture. One vision of those is for integrating
buildings and biological design includes inventing new architectural systems—thinking of
them as natural; thinking that architecture is part of nature. A parallel strategy fosters
collaborations between design, biology, and industry thereby encouraging designers to enter
industrial and manufacturing production in order to create new biomaterials.
When looking at biology and architecture it was found that they both has
potential inherent so by assuming that when collaboration is done between them in software
depending on those potential inherent in software such as between( x frog) as a biological
software and (Maya or Rhino ceros) as architectural software. By that hybridization there
would be digitally produced volumes that mimic or simulate organic growth in order to
realize self-replication in the form and confirming the ability to evolve.
Biology and technology will define buildings’ increasing ability to interact with
nature. Such buildings are likely to be nurtured, and their functions guided, from software,
computation, environmental sensors and actuators, and later from living systems. In this
scenario, software and scripting become interpretive tools for generating, analyzing, and
integrating design into nature.
When that hybridization is done that could produce a bio digital design approach
which aims to start designing depending on computers simulating a biological element
growth digitally and its structure in order to produce volumes that are able to be evolved,
could replicate itself and its structure concept would be the same structure for the building
then, these volumes would be engineered and detailed in order to use them in architecture.
Conclusion
This thesis has discussed a new approach of design which is called a bio digital
design. This approach is trying to solve thesis's problems which are; how to start a design
process from a biological base and how to apply one of plants' Fibonacci phyllotaxis to the
generated building in order to generate new trends of forms which are being generated
digitally.
By reviewing this thesis, it would be found that it consists of three main parts
which contains five chapters.
The first part consists of two chapters. It is discussing the generative design
approach and how could the design process be achieved through depending on a set of rules
or an algorithm in order to generate forms in the first chapter. Then, it could be concluded
that the computer would be a generative tool which depends on a generative system in order
to generate forms. What would make that easier is that computers are depending on
algorithms which the designers are required to translate their origin ideas to be written in a
set of rules. After that, there would be a code of each concept which has many variables that
could be changed by the designers to generate new different forms belong to one family.
In order to translate the designer's ideas to be written as a set of rules that has
been discussed in chapter two, in the first part. It has been concluded from that chapter that,
there is many programming languages and each one has its advantages and drawbacks. They
are being developed by time. A new type of them has been generated latterly which is called
visual programming language (VPLs). It consists of sliders and looks like a flowchart.
Dealing with that new type is easier than the old textual language. After that, it has become
important for the old textual language to be developed so, the modern one has been
generated. It has been proved that the modern textual programming languages are easier than
the visual ones.
After reviewing what has been concluded from those two chapters, there would
be a main conclusion of this first part. The main conclusion of that part is that depending on
a computer as a generative tool which depends on a programming language using algorithms
which are considered to be the main connector between the human mind and the computer
system so, computers has been become part and parcel of any design process.
The second part is discussing the main relationship between architecture and
biology. Starting with a new design approach which has been generated after the trend of
bio-mimicry has been developed. This new approach is being inspired from nature so it has
been called, bio inspired design approach. This new approach differs from bio-mimicry
approach as it is not cradle to cradle; it is related deeply to nature and depends on it in
everything not just simulating it like bio-mimicry. Bio inspired design approach considers a
human is a part of the design process and each decision in the design process should be taken
in order to benefit human and nature and not to harm each of them. Bio inspired approach of
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 119
When it comes to the ability of generating forms and their transformation, there
must be computers in order to simulate models. Depending on the digital media in order to
generate forms is called morphogenesis. When it is used in architecture field, it is called
digital morphogenesis, but when it is used in the biological field, it is called biological
morphogenesis. What distinguishes the digital morphogenesis is that, its study of form
depends on different approaches like topology, non-Euclidian geometries or NURBS. When
studying biological morphogenesis, it depends on studying plant's life for example; their
variables are called Fibonacci phyllotaxis like growth, overlapping, hierarchy or dynamic
structure. Each one of them has its different variables and its way of dealing to realize full
use of it characteristics.
After reviewing what has been concluded from these two chapters. The main
conclusion of this second part is that the design process must be oriented to be biologically
as that would be very useful for nature. It became important to depend on a bio inspired
design approach as a new approach for designing. The forms which are being generated from
that approach are being distinguished with one of plant's Fibonacci phyllotaxis.
Using programs
There are three categories of programs which have been used during this
research
In the first category, there are a lot of programs but, AUTOCAD is the one which
has been used in this research. AUTOCAD is an architectural program which is used in all
2D drawings like diagrams, analysis or any 2D architectural drawings.
In the second category, there are a lot of programs but, X-frog is the one which
has been used in this research. X-frog is a biological program which is used to express the
idea of branching system. Usually this program is being used in order to simulate the plants
life but, it has been used in a different way in this thesis as it is used to became a new
approach of designing buildings by starting form a biological object. By making
deformations on the biological element for example starting from a tree depending on the
available variables exist in that program like the length of the tree which indicates the tall of
the building, shape of the stem and its width and many variables that make deformation of
the tree shape easier. After finishing deformation and settled on the form, the role of
architectural drawings appeared by depending on the third category of programs.
In the third category, Rhino Ceros and 3ds Max is architectural programs which
are consider to be 3D parametric programs which are mainly used in 3d drawings to generate
forms. In this research these programs have been used to make detailed drawings for the
forms generated from X-frog program.
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Appendix
X-frog | Reference Manual
Interface
Editing Space. In the “Editing Space” the actual model hierarchy is built by
creating and linking components. The “Editing Space” provides scroll bars view large
hierarchies.
Link pull down menu. Allows to change the type of link connecting two
components. Every component that is linked to the hierarchy will use the link type specified
in the pull down menu. If this link type is not available with the current components the
default link type of the parent component will be applied. The default link type of the Link
pull down menu is multiple. The “Link” pull down menu has the same functionality as the
“Set Link Type” command in the “Edit” menu.
Link types. The model hierarchy is set by linking components together. Thus
the structure of a model is determined by which components are connected and how they are
connected. The link type specifies the way in which components are connected. There are
two different link types in X-frog, the “Simple” link and the “Multiple” link.
The choice between “Simple” and “Multiple” link is not available with every
component. The “Simple” component provides only the simple link and there are others,
like the “PhiBall” component, that only provide the “Multiple” link. With the two basic link
types it is possible to turn the re-use function on or off. As Xfrog models can be very complex
– just imagining a big tree with thousands of branches and leafs –the re-use function is being
introduced.
ReUse check box. It switches the re-use function of the selected link on and off.
The “ReUse” check box has the same functionality as the “Re-Use Link” command in the
“Edit” menu. When using a multiplier component such as the “Horn” in the previous
example, a high number of subsequent components (the ribs) may be created. With the re-
use function turned on, only one rib is calculated and then copied to the other origins. In this
case all ribs look exactly the same. Turning the re-use function on allows to drastically
reduce the amount of polygons in the model and, to speed up calculation time.
Components that are hidden in the “Hierarchy Editor” are also removed from the model
exported with one of the “Export” or “Export Sequence” functions.
2- Libraries Window
The “Libraries” window gives access to all constructive elements in Xfrog. It
provides two tabs: the “Components” tab and the “Primitives” tab. By switching between
these tabs, it has either direct access to all available components or to all available primitives.
To create a new component, the component should be dragged from the “Libraries” window
into the “Hierarchy Editor”. To assign a new primitive to a component, drag the primitive
from the “Libraries” window onto the component.
Xfrog provides on one hand the normal geometrical primitives such as cube,
sphere etc. and, on the other hand it provides components that define how the geometry is
structured in space. All geometry is bound to components. This means that when it is
wanted to create just a single sphere, firstly it has to define how the sphere is organized in
space. This could be done by linking a component to that model hierarchy and then
assigning the desired primitive to the component. The sphere for example is made by
creating a “Simple” component and assigning the “Sphere” primitive to it.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 134
Navigation
The following are the possibilities for interactive navigation in the “Model
View”.
Rotation. It can be achieved by holding down the left mouse button and drag to rotate
the view. The center of the rotation is the origin of the global coordinate system.
Shift. Hold down the right mouse button and drag to shift the view sideways.
Dolly. Hold down both mouse button and drag to dolly in and out.
Menu Bar. The menu located in the upper part of the “Model View” window provides
functions to control how the model is displayed in the “Model View” window. It provides
the topics “Shading”, “Display”, “Background” and “Camera”.
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x Wireframe Displays the triangle mesh of the model as a wireframe. The wireframe
can be combined with a shaded display.
Display Menu
x Show/Hide Vertices. Switches the display of the vertex points of all primitives on
and off. The vertex points are the corner points of the triangles your model consists
of.
x Show/Hide Normals. Switches the display of the Normals of all surfaces in your
model on and off. The Normals are vectors defining which direction the surface will
reflect light.
x Show/Hide Local Axis. Switches the display of the axis of the local coordinate
system of all objects in your model on and off. Every component has its individual
coordinate system which is relative to the orientation of the component in the global
coordinate system.
x Show/Hide World Axis. Switches the display of the axis of the global coordinate
system on and off.
x Show/Hide Splines. Switches the display of the vector along which point list
primitives are multiplied on and off.
x Show/Hide Attractors. Switches the display of all “Attractor” primitives in your
model on and off.
x Show/Hide Textures. Switches the display of all textures used in your model on
and off.
x Edit Background Color. Opens a color editor window to specify the background
color of the “Model View” window.
Camera
Normally the “Parameter Editor” provides four tabs except for the “Simple”
component and the “Camera”).
Text fields
Text fields are used to type in text or numbers. Place the cursor in a text field
and it changes to a text cursor. Type in the value and press the return key to confirm the
settings. If not confirmed the settings are not applied.
Sliders
Sliders are used to specify a numeric value. The value can either be set by
clicking into the slider field and dragging or by typing them into the text field left from the
slider field. The range of the slider is indicated by the two numbers above the slider ends. It
can be changed by double clicking one of the numbers. The number turns into a text field
allowing you to type in the new value. Pressing the return key confirms the settings and
removes the text field.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 138
Double sliders
Double sliders are used to specify a range value. They are used with multiplier
components and allow to successively changing the multiplied instances. If for example it is
wanted to multiply several boxes with decreasing size, define a scaling factor is used for the
first box with the upper slider and a scaling factor for the last box. The intermediate values
are interpolated and produce an evenly decreasing size of your boxes.
Radio Buttons
Radio buttons are used to exclusively switch between several options. Click the
corresponding button to turn the desired option on and all others off.
Graph Editors
x The X-axis of the graph editor is referring to the length of a branch or trunk and the Y-
axis is referring to the value that is specified. The settings are changed by dragging the
points defining the graph.
x The graph editor in the “Parameter Editor” window is only for rough editing. Clicking
the “Edit” button left from the graph editor open a separate window where the graph can
be edited more precisely.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 139
x Here one or more points can be selected by clicking (for multiple selection shift-
clicking) them and move them
around by dragging them.
x Points could be added to the graph
by double clicking at the location
where it is wanted to insert a point.
Spline Editor
Some components like the “Tree” component provide spline editors for certain
parameters. The curvature of a tree’s trunk can be defined by a spline. Toggling the “Spline”
option in the “Tree” component’s parameters to “on” brings up a button called “Points”.
Clicking this button opens the spline editor window.
x The navigation inside the “Spline Editor” is the same like in the “Model View”
window: Left mouse-button for rotation, right mouse-button for translation and both
mouse-buttons for zooming.
x The editing process of the spline is the almost same as in the “Graph Editor”: Points
can be selected by clicking them and moved by dragging the selected point. It is
possible to select several points at a time by shift-clicking them. New points can be
added by double-clicking onto the spline. Points can be deleted by selecting the
point(s) to be deleted and then pressing the backspace-button.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 140
x In the bottom area of the Spline Editor window are three button labeled “View X”,
“View Y” and “View Z” which allow constraining the view to the corresponding
axis.
Material Parameters
The “Material” tab contains all parameters
concerning color and texture. Colors and textures can
either be inherited from the parent component or they can
be assigned explicitly for a component. By default colors
and textures are inherited and passed through the whole
hierarchy. This is done as long as no other color or texture
is defined in a subsequent component.
Name
Indicates the name of the selected component.
The name can be changed in the text field.
Color
Provides two radio buttons to switch between
color inheritance and local color definition. If “Color” is
set to “inherited”, the component will use the color
definition made in one of the parent components. If
“Color” is set to “set”, several controls to define the color
are displayed.
Name
Provides a text field where a name can be specified for the color. This is useful
when the model is being exported in order to recognize the color and indicate shaders after
importing it into other modeling software.
Alpha
Provides a slider to specify the degree of transparency of the component. The
limits of the slider are fixed to the range from 0 to 1.
Diffuse
Allows to specify a color for the diffuse part of the light reflected by the
component. The color is shown in a preview field. Left from the preview field is an “Edit”
button that opens a color editor to specify the color.
Ambient
Allows to specify a color for the ambient light that illuminates the component.
The color is shown in a preview field. Left from the preview field is an “Edit” button that
opens a color editor to specify the color.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 141
Specular
Allows to specify a color for the part of the light reflected by the highlights of
the component. The color is shown in a preview field. Left from the preview field is an
“Edit” button that opens a color editor to specify the color.
Emission
Allows to specify a color for the light emitted by the component. The color is
shown in a preview field. Left from the preview field is an “Edit” button that opens a color
editor to specify the color.
Texture
Provides two radio buttons to switch between texture inheritance and local
texture definition. If “Texture” is set to “inherited”, the component will use the texture
defined in one of the parent components. If “Texture” is set to “set”, several controls to
assign and control the texture for the component are displayed.
Name
Provides a text field where a name can be specified for the texture. This is useful
when the model is being exported in order to recognize the texture after importing it into
other modeling software.
FileName
Provides a text field to specify the name of the image which to be assigned as a
texture to the selected component. Clicking the “Browse” button left from the text field
opens a dialog box where the image file could be selected to be assigned. Xfrog supports
PNG files and RGB files that can contain alpha channels.
Shift U
Provides a slider to specify a value to shift the texture in direction of the U-axis.
Textures have an individual coordinate system with the U-axis and the V-axis referring to
the flat image. This allows to easily displace textures independently from the coordinate
system of the model.
Shift V
Provides a slider to specify a value to shift the texture in direction of the V-axis.
Scale U
Provides a slider to specify a value to scale the texture in direction of the U-axis.
Scale V
Provides a slider to specify a value to scale the texture in direction of the V-axis.
Mapping
Provides a pull down menu to specify the way in which the texture is applied to
the model. In “none” mode the texture is mapped onto the surface of the object and scaled
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 142
so that it fits exactly on the surface. In “linear” mode the texture is repeated on the object’s
surface as often as it fits onto it. The texture is not scaled. In “reflection” mode the texture
is projected onto the object’s surface and scaled to fit onto it. In this mode the texture stays
fixed to the environment of the object and is reflected by the object as if it had a mirroring
surface. When the object is turned in space the texture does not turn with it but remains in
its initial position.
Color Editor
Clicking the “Edit” button in the “Material > Color” section opens the “Color
Editor”. The editor provides several controls to define a color.
x
x
x
x
x
x
x
x
x
x
x
x
Clicking into the rainbow color field or into one of the fields containing plain
color allows to select a color. The brightness of the selected color can be adjusted with the
gradient slider at the right side of the editor window. The selected color is displayed in the
preview field at the bottom of the editor window.
A color can be specified by typing either the RGB values or the HSB values
into the fields below the rainbow color field. The color that is visible in the preview field
can be added to the list of custom colors by clicking the “Add To Custom Colors” button.
Clicking the “OK” button assigns the color to your model.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 143
The “Animation Editor” window and the “Animation Control” window are
tightly connected as the “Animation Control” window provides all the controls to edit and
view the animation sequence that is built in the “Animation Editor” window.
The “Animation Editor” consists of the timeline and the animation track. The
timeline provides a timeslider (the little black triangle) that can be moved back and forth to
view the animation and to access different times. The animation track contains the keyframes
of the animation.
The timeline ranges between 0 and 1. This timeframe can be subdivided into a
variable amount of frames. By default the amount is set to 100 frames. To speed up the
animation you have to specify a smaller amount whereas a higher amount will slow it down.
The amount of frames is set in the “Animation Control” window which is described below.
The amount of frames also influences the number of images or models that are
exported when one of the “Export Sequence” functions is being selected in the “File Menu”.
A value of 100 frames will produce 100 images or models, while a value of e.g. 50 frames
will produce 50 images/models throughout the animation sequence. In both cases the whole
animation sequence is exported but with bigger or smaller intervals. The timeline indicates
the frames with tickmarks.
The limits of the animation sequence can be changed by moving the startand
end-marks of the timeline. Thus it is possible e.g. to export only a part of the entire sequence.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 144
Keyframe Section
New button
Creates a new keyframe at the current position of the timeslider.
Cpy button
Duplicates the selected keyframe.
Del button
Deletes the selected keyframe.
Cam button
Stores the position of the interactive camera in the currently selected keyframe.
Playback Section
Rewind button
Moves the timeslider to the beginning of the animation sequence.
Step-back button
Moves the timeslider one frame back.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 145
Play-reverse button
Plays the animation in reversed order.
Play button
Plays the animation.
Step-forward button
Moves the timeslider one frame forward.
Fast-forward button
Moves the timeslider to the end of the aniamtion sequence.
Time Section
Frm field
Displays the number of the frame at the current position of the timeslider. Typing
a number into this field moves the timeslider to the corresponding position.
Frms field
Displays the amount of frames the animation sequence contains. The amount of
frames determines the speed of the animation. The higher the value the slower and smoother
the animation is. This value also determines the number of images or models that are
exported when choosing the “Export Sequence” command.
Loop pull-down menu
Determines if the animation is played back in a continuous loop which starts
always at the beginning of the animation and plays to the end; if the animation swings
continuously back and forth from the beginning to the end and from the end to the beginning;
or if the animation is played only once from the beginning to the end.
Time field
Displays the time value of the current position of the timeslider. Typing a
number into this field moves the timeslider to the corresponding position. The time value
will always be a number between 0 and 1.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 146
Summary
Design is the way of building up a possible figurative utopia or metaphor about
life, it is indeed about life and environment is part of life, so that designs should be biological,
their forms could be inspired from any biological element, all technical systems could be
biological systems, forms could be distinguished by the most important advantages of nature
which are growth and adaptation.
Bio design goes further than other biology-inspired approaches to design and
fabrication. Unlike bio-mimicry, cradle to cradle, and the popular but frustratingly vague
'green design,' bio-design refers specially to the incorporation of living organisms as
essential components, enhancing the function of the finished work. It goes beyond mimicry
to integration, dissolving boundaries and synthesizing new hybrid typologies.
Bio-design is a complete integration between 1. Nature as a source of all designs
and had already solved all challenges that face designers during the design process so there
is no need to search for solutions for that challenges. 2. Science which had a great effect with
the new technology used in buildings and the revolution of using new materials and the
science of genetics which enable doing modifications in the material behavior to realize the
wanted specifications. 3. Creativity which had a great effect in the design process and in the
final product like, when depending on nature in the design process that would give the design
more flexibility in form as the designs would had the advantages of nature growth and
adaptation which would distinguish them than any other design.
Besides that, using computers in different phases of architectural design to reach
a complete digital design process is a big dream. After using computers in architecture as a
representative tool and just for implementation, they must be used as a design tool in order
to create a generative system which helps in architecture designing as they are needed to
manage and express the increasing complexity of factors and variables that determine the
design process. There must be a synergetic relationship between the human mind and the
computer system and such synergy is possible only through the use of algorithmic strategies
that ensure a complementary and dialectic relationship between the human to realize,
overcome and ultimately surpass their own physical and mental limitation.
By automating parts of the design process, computers make it easier to develop
designs through versioning and gradual adjustment. These approaches to designing have
been described as morphogenesis.
Studying morphogenesis in biology and architecture as they share some
similarities like: (both deal with entities operating in context and both use computational
models), the differences in goals, epistemology, knowledge base, methods and institutional
organization are significant. Despite the differences and difficulties, direct collaborations
between biology and architecture are necessary not only in the narrow context of the present
discussion but also because they can help to orient designing towards biologically
compatible outcomes. Another, equally exciting outcome of such collaborations will be in
further contributions towards creative inspiration.
Depending on computers in the bio design process is called biological
morphogenesis as it concerns with studying 1) components of organisms develop and
specialize under the influence of contextual conditions such as static and dynamic loads or
the availability of sun light. 2) Evaluating and simulating complex physical performances.
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 147
ﺍﻹﺗﺠﺎﻩ ﺍﻟﺘﻘﻠﻴﺪﻯ ﻟﻠﺘﺼﻤﻴﻢ ﻭﺍﻟﺘﺠﺎﻩ ﺍﻟﻤﻨﺘﺞ ﻟﻠﺘﺼﻤﻴﻢ .ﻳﺘﻢ ﺍﻟﺘﻌﺮﻑ ﻋﻠﻰ ﻧﻈﺎﻡ ﻫﺬﺍ ﺍﻟﺘﻮﺟﻪ ﻭﻛﻴﻔﻴﺔ ﻋﻤﻠﻪ ﻭﺍﻟﺨﻄﻮﺍﺕ
ﺍﻟﺮﺋﻴﺴﻴﺔ ﺍﻟﻤﺘﺒﻌﺔ ﻣﻦ ﺃﺟﻞ ﺍﻟﺘﺼﻤﻴﻢ ﺑﻬﺬﺍ ﺍﻹﺗﺠﺎﻩ .ﺇﻟﻘﺎء ﺍﻟﻀﻮء ﻋﻠﻰ ﺑﻌﺾ ﺍﻟﻤﻔﺎﻫﻴﻢ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻣﺜﻞ ﺍﻷﻧﻈﻤﺔ ﺍﻟﻤﻨﺘﺠﺔ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻴﺔ
ﻭﺍﻷﻧﻈﻤﺔ ﺍﻟﺒﺎﺭﺍﻣﺘﺮﻳﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻁﺮﻕ ﺍﻟﺘﻌﺒﻴﺮ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﺍﻟﻤﺨﺘﻠﻔﺔ ﺍﻟﻤﺴﺘﺨﺪﻣﺔ ﻓﻰ ﻛﺘﺎﺑﺔ ﺍﻟﻔﻜﺮﺓ ﻟﻜﻰ ﻳﻘﻮﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ
ﺑﻔﻬﻤﻬﺎ ﻭﺗﻄﺒﻴﻘﻬﺎ ,ﻛﻤﺎ ﻳﺘﻢ ﻋﺮﺽ ﻟﻠﻨﻤﻮﺫﺝ ﺍﻟﻤﻨﺘﺞ ﻭﻓﺌﺎﺗﻪ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﻛﻴﻔﻴﺔ ﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻪ.
ﺍﻟﻔﺼﻞ ﺍﻟﺜﺎﻧﻰ :ﻳﺄﺗﻰ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻌﻨﻮﺍﻥ ) ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ( ﺣﻴﺚ ﻳﺒﺪﺃ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻤﻘﺪﻣﺔ ﺗﺸﺮﺡ ﻣﺎﻫﻴﺔ
ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﻛﻴﻔﻴﺔ ﺍﺳﺘﺨ ﺪﺍﻣﻪ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻭﺃﺭﺍء ﺑﻌﺾ ﺍﻟﻌﻠﻤﺎء ﻓﻴﻪ ﻭﻛﻴﻔﻴﺔ ﺗﻮﻅﻴﻔﻪ ﻭﺍﻣﻜﺎﻧﺎﺗﻪ ﺍﻟﺘﻰ ﻗﺪ ﺗﻔﻴﺪ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﻌﻤﺎﺭﺓ.
ﻳﺘﻢ ﻋﺮﺽ ﺍﻟﻔﺮﻕ ﺑﻴﻦ ﻣﺼﻄﻠﺤﻴﻦ ﻣﺘﺸﺎﺑﻬﻴﻦ ﻭﻫﻤﺎ ) (Computation & Computerizationﻭﻣﻌﺮﻓﺔ ﺍﻟﻔﺮﻕ ﺑﻴﻨﻬﻤﺎ ﺛﻢ
ﻳﺘﻢ ﺍﻟﻨﺘﻘﺎﻝ ﻟﻌﺮﺽ ﺍﻟﺠﺪﻝ ﺍﻟﻮﺍﺳﻊ ﻣﻦ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻣﻦ ﻋﺪﻣﻪ ﻭﺃﺭﺍء ﺍﻟﻜﺜﻴﺮ ﻣﻦ ﺍﻟﻌﻠﻤﺎء ﻭﺍﻟﻤﻌﻤﺎﺭﻳﻴﻦ ﻓﻰ
ﻫﺬﺍ ﺍﻷﻣﺮ ﻭﻣﻨﻬﻢ ﻣﻦ ﻫﻮ ﻣﺆﻳﺪ ﻭﻣﻨﻬﻢ ﻣﻦ ﻫﻮ ﻣﻌﺎﺭﺽ ﺃﻭ ﻣﺤﺪﺩﺍ ﻟﻠﻤﺠﺎﻻﺕ ﺍﻟﺘﻰ ﻗﺪ ﻳﺴﺘﺨﺪﻡ ﻓﻴﻬﺎ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻘﻆ ﻭﻟﻴﺲ
ﻛﺎﺳﺘﺨﺪﺍﻡ ﻣﻄﻠﻖ .ﻳﺘﻢ ﺷﺮﺡ ﻟﺘﻮﺟﻪ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﺍﻟﺬﻯ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﺍﻟﻄﺮﻕ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻟﺬﻟﻚ ﻭﺧﻮﺍﺹ ﺗﻠﻚ
ﺍﻟﻄﺮﻕ ﻭﺍﻟﻔﺮﻕ ﺑﻴﻦ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺘﻘﻠﻴﺪﻯ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺑﺎﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ .ﺑﺎﻹﺿﺎﻓﺔﺍﻟﻰ ﻋﺮﺽ ﻟﻔﻜﺮﺓ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﺎﺕ ﻭﻛﻴﻔﻴﺔ
ﻛﺘﺎﺑﺘﻬﺎ ﻭﺍﻟﺘﻌﺒﻴﺮ ﻋﻨﻬﺎ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﻭﻣﺘﻄﻠﺒﺎﺗﻪ ﻭﻁﺮﻗﻪ ﺍﻟﻤﺨﺘﻠﻔﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﻟﻠﻤﺸﻜﻼﺕ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻴﺔ ﻭﺗﺼﻨﻴﻔﻬﺎ
ﻭﻛﻴﻔﻴﺔ ﺣﻠﻬﺎ ﺑﺈﺳﻠﻮﺏ ﻋﻠﻤﻰ ﻭﻋﺮﺽ ﻟﻤﺨﺘﻠﻒ ﻁﺮﻕ ﺣﻞ ﺍﻟﻤﺸﻜﻼﺕ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻋﺮﺽ ﻣﻔﺼﻞ ﻟﻠﺒﺮﻣﺠﺔ ﻭﻁﺮﻗﻬﺎ
ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﻛﻴﻔﻴﺔ ﺗﺤﻮﻳﻞ ﺍﻟﻔﻜﺮﺓ ﺍﻟﻰ ﺍﻹﻋﺘﻤﺎﺩ ﻋﻠﻰ ﺑﻌﺾ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﺎﺕ ﻭﺍﻷﺩﻭﺍﺕ ﺍﻟﺮﻗﻤﻴﺔ ﻭﺍﻳﻀﺎ ﻋﺮﺽ ﻟﻠﻐﺎﺕ ﺍﻟﺒﺮﻣﺠﺔ
ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﺍﻧﻮﺍﻋﻬﺎ ﺣﺴﺐ ﺍﻟﺘﺼﻨﻴﻒ ﺍﻟﻤﻮﺿﻮﻉ ﺳﻮﺍء ﻛﺎﻧﺖ ﻟﻐﺔ ﺍﻟﺒﺮﻣﺠﺔ ﻣﺮﺋﻴﺔ ﺃﻭ ﻧﺼﻴﺔ.
ﺍﻟﻔﺼﻞ ﺍﻟﺮﺍﺑﻊ :ﻳﺄﺗﻰ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻌﻨﻮﺍﻥ )ﺍﻟﺘﺸﻜﻞ( ﺣﻴﺚ ﻳﺒﺪﺃ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻤﻘﺪﻣﺔ ﻋﻦ ﻣﺠﺎﻝ ﺍﻟﻌﻤﺎﺭﺓ ﻭﺗﺄﺛﻴﺮ
ﺍﻟﺘﻜﻨﻮﻟﻮﺟﻴﺎ ﺍﻟﺠﺪﻳﺪﺓ ﻓﻴﻪ ﻭﻣﺪﻯ ﻓﺎﻋﻠﻴﺘﻬﺎ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻟﺘﻨﺤﻴﻬﺎ ﺟﺎﻧﺒﺎ ﻋﻦ ﺍﻟﻔﻜﺮ ﺍﻟﺘﻘﻠﻴﺪﻯ ,ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻛﻴﻔﻴﺔ ﺍﺳﺘﻐﻼﻟﻬﺎ
ﻭﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻬﺎ .ﻳﺘﻢ ﻋﺮﺽ ﻟﺘﻌﺮﻳﻒ ﻣﻌﻨﻰ ﺍﻟﺘﺸﻜ ﻞ ﻭﺃﻧﻮﺍﻋﻪ ﻭﻛﻴﻔﻴﺘﻪ ﻭﺍﻟﻌﻮﺍﻣﻞ ﺍﻟﻤﺴﺎﻋﺪﺓ ﻋﻠﻰ ﺫﻟﻚ ﻭﻣﺪﻯ ﺗﺄﺛﻴﺮ ﺍﻟﺘﺸﻜﻞ ﻓﻰ
ﺍﻟﻌﻤﺎﺭﺓ ﻭﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﻫﺬﺍ ﺍﻟﺬﻯ ﺩﻓﻊ ﻟﻈﻬﻮﺭ ﻣﻔﻬﻮﻡ ﺟﺪﻳﺪ ﻭﻫﻮ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺮﻗﻤﻰ ﺍﻟﺬﻯ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﻄﻮﺭ
ﻭﺍﻟﺘﺸﻜﻴﻞ ﺍﻟﺨﺎﺭﺟﻰ ,ﻛﻤﺎ ﺍﻳﻀﺎ ﻅﻬﺮ ﻣﻔﻬﻮﻡ ﺍﺧﺮ ﺟﺪﻳﺪ ﻭﻫﻮ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺤﻴﻮﻯ ﻭﺧﺼﺎﺋﺺ ﻛﻞ ﻣﻔﻬﻮﻡ ﻣﻨﻬﻢ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺗﺄﺛﻴﺮ
ﺫﻟﻚ ﻋﻠﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻭﻛﻴﻔﻴﺔ ﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻪ.
ﺍﻹﺗﺠﺎﻩ ﺍﻟﺘﻘﻠﻴﺪﻯ ﻟﻠﺘﺼﻤﻴﻢ ﻭﺍﻟﺘﺠﺎﻩ ﺍﻟﻤﻨﺘﺞ ﻟﻠﺘﺼﻤﻴﻢ .ﻳﺘﻢ ﺍﻟﺘﻌﺮﻑ ﻋﻠﻰ ﻧﻈﺎﻡ ﻫﺬﺍ ﺍﻟﺘﻮﺟﻪ ﻭﻛﻴﻔﻴﺔ ﻋﻤﻠﻪ ﻭﺍﻟﺨﻄﻮﺍﺕ
ﺍﻟﺮﺋﻴﺴﻴﺔ ﺍﻟﻤﺘﺒﻌﺔ ﻣﻦ ﺃﺟﻞ ﺍﻟﺘﺼﻤﻴﻢ ﺑﻬﺬﺍ ﺍﻹﺗﺠﺎﻩ .ﺇﻟﻘﺎء ﺍﻟﻀﻮء ﻋﻠﻰ ﺑﻌﺾ ﺍﻟﻤﻔﺎﻫﻴﻢ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻣﺜﻞ ﺍﻷﻧﻈﻤﺔ ﺍﻟﻤﻨﺘﺠﺔ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻴﺔ
ﻭﺍﻷﻧﻈﻤﺔ ﺍﻟﺒﺎﺭﺍﻣﺘﺮﻳﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻁﺮﻕ ﺍﻟﺘﻌﺒﻴﺮ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﺍﻟﻤﺨﺘﻠﻔﺔ ﺍﻟﻤﺴﺘﺨﺪﻣﺔ ﻓﻰ ﻛﺘﺎﺑﺔ ﺍﻟﻔﻜﺮﺓ ﻟﻜﻰ ﻳﻘﻮﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ
ﺑﻔﻬﻤﻬﺎ ﻭﺗﻄﺒﻴﻘﻬﺎ ,ﻛﻤﺎ ﻳﺘﻢ ﻋﺮﺽ ﻟﻠﻨﻤﻮﺫﺝ ﺍﻟﻤﻨﺘﺞ ﻭﻓﺌﺎﺗﻪ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﻛﻴﻔﻴﺔ ﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻪ.
ﺍﻟﻔﺼﻞ ﺍﻟﺜﺎﻧﻰ :ﻳﺄﺗﻰ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻌﻨﻮﺍﻥ )ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ( ﺣﻴﺚ ﻳﺒﺪﺃ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻤﻘﺪﻣﺔ ﺗﺸﺮﺡ ﻣﺎﻫﻴﺔ
ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﻛﻴﻔﻴﺔ ﺍﺳﺘﺨ ﺪﺍﻣﻪ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻭﺃﺭﺍء ﺑﻌﺾ ﺍﻟﻌﻠﻤﺎء ﻓﻴﻪ ﻭﻛﻴﻔﻴﺔ ﺗﻮﻅﻴﻔﻪ ﻭﺍﻣﻜﺎﻧﺎﺗﻪ ﺍﻟﺘﻰ ﻗﺪ ﺗﻔﻴﺪ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﻌﻤﺎﺭﺓ.
ﻳﺘﻢ ﻋﺮﺽ ﺍﻟﻔﺮﻕ ﺑﻴﻦ ﻣﺼﻄﻠﺤﻴﻦ ﻣﺘﺸﺎﺑﻬﻴﻦ ﻭﻫﻤﺎ ) (Computation & Computerizationﻭﻣﻌﺮﻓﺔ ﺍﻟﻔﺮﻕ ﺑﻴﻨﻬﻤﺎ ﺛﻢ
ﻳﺘﻢ ﺍﻟﻨﺘﻘﺎﻝ ﻟﻌﺮﺽ ﺍﻟﺠﺪﻝ ﺍﻟﻮﺍﺳﻊ ﻣﻦ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻣﻦ ﻋﺪﻣﻪ ﻭﺃﺭﺍء ﺍﻟﻜﺜﻴﺮ ﻣﻦ ﺍﻟﻌﻠﻤﺎء ﻭﺍﻟﻤﻌﻤﺎﺭﻳﻴﻦ ﻓﻰ
ﻫﺬﺍ ﺍﻷﻣﺮ ﻭﻣﻨﻬﻢ ﻣﻦ ﻫﻮ ﻣﺆﻳﺪ ﻭﻣﻨﻬﻢ ﻣﻦ ﻫﻮ ﻣﻌﺎﺭﺽ ﺃﻭ ﻣﺤﺪﺩﺍ ﻟﻠﻤﺠﺎﻻﺕ ﺍﻟﺘﻰ ﻗﺪ ﻳﺴﺘﺨﺪﻡ ﻓﻴﻬﺎ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻘﻆ ﻭﻟﻴﺲ
ﻛﺎﺳﺘﺨﺪﺍﻡ ﻣﻄﻠﻖ .ﻳﺘﻢ ﺷﺮﺡ ﻟﺘﻮﺟﻪ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﺍﻟﺬﻯ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﺍﻟﻄﺮﻕ ﺍﻟﻤﺨﺘﻠﻔﺔ ﻟﺬﻟﻚ ﻭﺧﻮﺍﺹ ﺗﻠﻚ
ﺍﻟﻄﺮﻕ ﻭﺍﻟﻔﺮﻕ ﺑﻴﻦ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺘﻘﻠﻴﺪﻯ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺑﺎﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ .ﺑﺎﻹﺿﺎﻓﺔﺍﻟﻰ ﻋﺮﺽ ﻟﻔﻜﺮﺓ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﺎﺕ ﻭﻛﻴﻔﻴﺔ
ﻛﺘﺎﺑﺘﻬﺎ ﻭﺍﻟﺘﻌﺒﻴﺮ ﻋﻨﻬﺎ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﻭﻣﺘﻄﻠﺒﺎﺗﻪ ﻭﻁﺮﻗﻪ ﺍﻟﻤﺨﺘﻠﻔﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﻟﻠﻤﺸﻜﻼﺕ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻴﺔ ﻭﺗﺼﻨﻴﻔﻬﺎ
ﻭﻛﻴﻔﻴﺔ ﺣﻠﻬﺎ ﺑﺈﺳﻠﻮﺏ ﻋﻠﻤﻰ ﻭﻋﺮﺽ ﻟﻤﺨﺘﻠﻒ ﻁﺮﻕ ﺣﻞ ﺍﻟﻤﺸﻜﻼﺕ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻋﺮﺽ ﻣﻔﺼﻞ ﻟﻠﺒﺮﻣﺠﺔ ﻭﻁﺮﻗﻬﺎ
ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﻛﻴﻔﻴﺔ ﺗﺤﻮﻳﻞ ﺍﻟﻔﻜﺮﺓ ﺍﻟﻰ ﺍﻹﻋﺘﻤﺎﺩ ﻋﻠﻰ ﺑﻌﺾ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﺎﺕ ﻭﺍﻷﺩﻭﺍﺕ ﺍﻟﺮﻗﻤﻴﺔ ﻭﺍﻳﻀﺎ ﻋﺮﺽ ﻟﻠﻐﺎﺕ ﺍﻟﺒﺮﻣﺠﺔ
ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﺍﻧﻮﺍﻋﻬﺎ ﺣﺴﺐ ﺍﻟﺘﺼﻨﻴﻒ ﺍﻟﻤﻮﺿﻮﻉ ﺳﻮﺍء ﻛﺎﻧﺖ ﻟﻐﺔ ﺍﻟﺒﺮﻣﺠﺔ ﻣﺮﺋﻴﺔ ﺃﻭ ﻧﺼﻴﺔ.
ﺍﻟﻔﺼﻞ ﺍﻟﺮﺍﺑﻊ :ﻳﺄﺗﻰ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻌﻨﻮﺍﻥ )ﺍﻟﺘﺸﻜﻞ( ﺣﻴﺚ ﻳﺒﺪﺃ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻤﻘﺪﻣﺔ ﻋﻦ ﻣﺠﺎﻝ ﺍﻟﻌﻤﺎﺭﺓ ﻭﺗﺄﺛﻴﺮ
ﺍﻟﺘﻜﻨﻮﻟﻮﺟﻴﺎ ﺍﻟﺠﺪﻳﺪﺓ ﻓﻴﻪ ﻭﻣﺪﻯ ﻓﺎﻋﻠﻴﺘﻬﺎ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻟﺘﻨﺤﻴﻬﺎ ﺟﺎﻧﺒﺎ ﻋﻦ ﺍﻟﻔﻜﺮ ﺍﻟﺘﻘﻠﻴﺪﻯ ,ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻛﻴﻔﻴﺔ ﺍﺳﺘﻐﻼﻟﻬﺎ
ﻭﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻬﺎ .ﻳﺘﻢ ﻋﺮﺽ ﻟﺘﻌﺮﻳﻒ ﻣﻌﻨﻰ ﺍﻟﺘﺸﻜ ﻞ ﻭﺃﻧﻮﺍﻋﻪ ﻭﻛﻴﻔﻴﺘﻪ ﻭﺍﻟﻌﻮﺍﻣﻞ ﺍﻟﻤﺴﺎﻋﺪﺓ ﻋﻠﻰ ﺫﻟﻚ ﻭﻣﺪﻯ ﺗﺄﺛﻴﺮ ﺍﻟﺘﺸﻜﻞ ﻓﻰ
ﺍﻟﻌﻤﺎﺭﺓ ﻭﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﻫﺬﺍ ﺍﻟﺬﻯ ﺩﻓﻊ ﻟﻈﻬﻮﺭ ﻣﻔﻬﻮﻡ ﺟﺪﻳﺪ ﻭﻫﻮ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺮﻗﻤﻰ ﺍﻟﺬﻯ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﻄﻮﺭ
ﻭﺍﻟﺘﺸﻜﻴﻞ ﺍﻟﺨﺎﺭﺟﻰ ,ﻛﻤﺎ ﺍﻳﻀﺎ ﻅﻬﺮ ﻣﻔﻬﻮﻡ ﺍﺧﺮ ﺟﺪﻳﺪ ﻭﻫﻮ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺤﻴﻮﻯ ﻭﺧﺼﺎﺋﺺ ﻛﻞ ﻣﻔﻬﻮﻡ ﻣﻨﻬﻢ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺗﺄﺛﻴﺮ
ﺫﻟﻚ ﻋﻠﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻭﻛﻴﻔﻴﺔ ﺍﻹﺳﺘﻔﺎﺩﺓ ﻣﻨﻪ.
ﺇﺫﺍ ﻧﻈﺮﻧﺎ ﺍﻟﻰ ﺍﻟﺘﺸﻜﻞ ﻓﻰ ﺍﻟﻌﻤﺎﺭﺓ ﻓﺎﻧﻪ ﻳﻔﻬﻢ ﻋﻠﻰ ﺍﻧﻪ ﻣﺠﻤﻮﻋﺔ ﻣﻦ ﺍﻟﻄﺮﻕ ﺍﻟﺘﻰ ﺗﻘﻮﻡ ﺑﺘﻮﻅﻴﻒ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻟﻴﺲ
ﻛﺄﺩﺍﺓ ﺍﻅﻬﺎﺭ ﺍﻟﻌﺮﺽ ﻭﻟﻜﻦ ﻛﺄﺩﺍﺓ ﻣﻮﻟﺪﺓ ﻹﻳﺠﺎﺩ ﺍﻟﺸﻜﻞ ﻭﺗﺤﻮﻟﻪ.
ﺑﺎﻟﻨﻈﺮ ﺍﻟﻰ ﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﺍﻟﻌﻤﺎﺭﺓ ﻓﺎﻧﻪ ﻳﻮﺟﺪ ﺑﻌﺾ ﺍﻟﻤﺘﺸﺎﺑﻬﺎﺕ ﻭﺍﻟﻘﻮﻯ ﺍﻟﻜﺎﻣﻨﺔ ﺑﻬﺎ ﻓﺈﻥ ﻫﺬﺍ ﻳﺪﻓﻊ ﺍﻟﻰ ﻋﻤﻠﻴﺔ
ﺍﻧﺪﻣﺎ ﺝ ﻛﻠﻰ ﺑﻴﻨﻬﻢ ﻓﺎﺫﺍ ﻓﺮﺿﻨﺎ ﺍﻥ ﻫﺬﺍ ﺍﻹﻧﺪﻣﺎﺝ ﻗﺪ ﻳﺤﺪﺙ ﺑﻴﻨﻬﻤﺎ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﺒﺮﻣﺠﻴﺎﺕ ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﻣﺎ ﺑﻴﻨﻬﻤﺎ ﻣﻦ ﻣﺘﺸﺎﺑﻬﺎﺕ
ﻣﺜﻼ ﻋﻨﺪ ﺍﻟﻔﺮﺽ ﺑﺎﻥ ﺍﻹﻧﺪﻣﺎﺝ ﺍﻟﺬﻯ ﻗﺪ ﻳﺤﺪﺙ ﺑﻴﻦ ﺑﺮﻧﺎﻣﺞ ) (X-Frogﻛﺒﺮﻧﺎﻣﺞ ﻣﻤﺜﻞ ﻟﻠﺒﺮﻣﺠﻴﺎﺕ ﺍﻟﺤﻴﻮﻳﺔ ﻭﺑﺮﺍﻣﺞ ) Maya
(– Rhino Cerosﻛﺒﺮﺍﻣﺞ ﻣﻤﺜﻠﺔ ﻟﻠﺒﺮﻣﺠﻴﺎﺕ ﺍﻟﻤﻌﻤﺎﺭﻳﺔ ﻭﺫﻟﻚ ﻳﺴﻬﻞ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻧﺘﺎﺝ ﺃﺷﻜﺎﻝ ﻭﻣﻜﻮﻧﺎﺕ ﺗﺤﺎﻛﻰ ﻋﻤﻠﻴﺔ ﺍﻟﻨﻤﻮ
ﺍﻟﻌﻀﻮﻯ ﻓﻰ ﺍﻟﻨﺒﺎﺗﺎﺕ ﻣﺜﻼ ﻣﻦ ﺃﺟﻞ ﺗﺤﻘﻴﻖ ﻋﻤﻠﻴﺔ ﺍﻟﻨﻤﻮ ﺍﻟﺘﻜﺮﺍﺭ ﺍﻟﺬﺍﺗﻰ ﻭﺍﻟﻘﺎﺑﻠﻴﺔ ﻟﻠﺘﻄﻮﺭ.
ﻋﻨﺪﻣﺎ ﻳﺤﺪﺙ ﻫﺬﺍ ﺍﻹﻧﺪﻣﺎﺝ ﺳﻴﺆﺩﻯ ﺍﻟﻰ ﻅﻬﻮﺭ ﺗﻮﺟﻪ ﺟﺪﻳﺪ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﻭﻫﻮ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺮﻗﻤﻰ
ﺍﻟﺤﻴﻮﻯ ﻭﺍﻟﺬﻯ ﻳﻬﺪﻑ ﺍﻟﻰ ﻛﻴﻔ ﻴﺔ ﺍﻟﺒﺪء ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻣﺤﺎﻛﻴﺎ ﺧﺎﺻﻴﺔ ﺍﻟﻨﻤﻮ
ﻟﺪﻯ ﻭﺣﺪﺓ ﺣﻴﻮﻳﺔ ﺑﺎﺳﻠﻮﺏ ﺭﻗﻤﻰ ﻭﺍﻳﻀﺎ ﺍﻟﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﺍﻟﺨﺎﺹ ﺑﻪ ﻻﻧﺘﺎﺝ ﻣﺠﺴﻤﺎﺕ ﻗﺎﺩﺭﺓ ﻋﻠﻰ ﺍﻟﺘﻄﻮﺭ ﻭﺗﺴﺘﻄﻴﻊ ﺗﻜﺮﺍﺭ
ﻧﻔﺴﻬﺎ ﻭﻧﻈﺎﻣﻬﺎ ﺍﻹﻧﺸﺎﺋﻰ ﻟﻠﻮﺣﺪﺓ ﺍﻟﺤﻴﻮﻳﺔ ﻭﻟﻜﻦ ﻫﺬﻩ ﺍﻟﻤﺠﺴﻤﺎﺕ ﺑﻌﺪ ﺫﻟﻚ ﻻ ﺑﺪ ﻣﻦ ﺩﺭﺍﺳﺘﻬﺎ ﻫﻨﺪﺳﻴﺎ ﻭﺗﻔﺼﻴﻠﻬﺎ ﻣﻦ ﺃﺟﻞ ﺗﻮﻅﻴﻔﻬﺎ
ﻣﻌﻤﺎﺭﻳﺎ.
ﺑﺎﻹﻋﺘﻤﺎﺩ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻛﻨﻈﺎﻡ ﻣﻮﻟﺪ ﻟﻌﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﺑﻌﻤﻞ ﺗﺤﻠﻴﻞ ﻟﻠﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﻟﻠﻮﺣﺪﺓ ﺍﻟﺤﻴﻮﻳﺔ
ﻟﺠﻌﻠﻪ ﻫﻮ ﻧﻔﺴﻪ ﺍﻟﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﻟﻠﻤﺒﻨﻰ ﺑﺎﻟﺘﻨﺎﻅﺮ .ﻫﺬﺍ ﺍﻟﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﻣﺠﻤﻮﻋﺔ ﻣﻦ ﺍﻟﻤﺘﻐﻴﺮﺍﺕ ﺍﻟﺘﻰ ﺗﺘﻐﻴﺮ ﻋﻦ
ﻁﺮﻳﻖ ﺍﻟﺘﺤﻜﻢ ﻓﻰ ﻗﻴﻢ ﻫﺬﻩ ﺍﻟﻤﺘﻐﻴﺮﺍﺕ ﻹﻧﺘﺎﺝ ﺃﺟﻴﺎﻝ ﻣﻦ ﻧﻔﺲ ﻓﺌﺔ ﺍﻟﻤﺒﻨﻰ ﻭﻫﺬﺍ ﻣﺎ ﻳﻄﻠﻖ ﻋﻠﻴﻪ )ﺍﻟﺘﺸﻜﻞ ﺍﻟﺮﻗﻤﻰ ﺍﻟﺤﻴﻮﻯ ﻓﻰ
ﺍﻟﻌﻤﺎﺭﺓ( ﻫﺬﺍ ﻣﺎ ﻳﻬﺪﻑ ﺍﻟﺒﺤﺚ ﻟﻠﻮﺻﻮﻝ ﺍﻟﻴﻪ.
ﺍﻷﻫﺪﺍﻑ
xﻳﻬﺪﻑ ﺍﻟﺒﺤﺚ ﺍﻟﻰ ﺇﺑﺮﺍﺯ ﺃﻫﻤﻴﺔ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻛﺄﺩﺍﺓ ﻣﻮﻟﺪﺓ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺘﻰ ﺗﻌﺘﻤﺪ ﻋﻠﻰ ﻛﺘﺎﺑﺔ ﺍﻟﺒﺮﻧﺎﻣﺞ
ﺍﻟﻨﺼﻰ ﻭﺍﻟﻤﺪﺧﻞ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ.
xﺗﺤﻘﻴﻖ ﺍﻧﺪﻣﺎﺝ ﻛﺎﻣﻞ ﺑﻴﻦ ﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﺍﻟﻌﻤﺎﺭﺓ ﻣﻦ ﺃﺟﻞ ﺇﻳﺠﺎﺩ ﻣﺪﺧﻞ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺤﻴﻮﻯ.
xﺩﺭﺍﺳﺔ ﺍﻹﺧﺘﻼﻓﺎﺕ ﺑﻴﻦ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺤﻴﻮﻯ ﻭﺍﻟﺘﺸﻜﻞ ﺍﻟﺮﻗﻤﻰ ﻭﺍﻹﻧﺪﻣﺎﺝ ﺑﻴﻨﻬﻤﺎ ﻹﻳﺠﺎﺩ ﻣﺪﺧﻞ ﺭﻗﻤﻰ ﺣﻴﻮﻯ ﻟﻠﻌﻤﺎﺭﺓ ﻭﺍﻟﺬﻯ
ﻳﺨﺘﻠﻒ ﻋﻦ ﺃﻯ ﻣ ﺪﺧﻞ ﺍﺧﺮ ﺣﻴﺚ ﻳﺒﺪﺃ ﺗﺼﻤﻴﻢ ﺍﻟﻤﺒﻨﻰ ﻣﻦ ﺧﻼﻝ ﻗﺎﻋﺪﺓ ﺣﻴﻮﻳﺔ ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﺍﻟﻘﻮﻯ ﺍﻟﻜﺎﻣﻨﺔ ﺍﻟﻤﺸﺘﺮﻛﺔ
ﺍﻟﻤﺘﻮﺍﺟﺪﺓ ﺑﻴﻦ ﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﺍﻟﻌﻤﺎﺭﺓ ﻭﺍﻟﺬﻯ ﺑﺪﻭﺭﻩ ﻳﺸﺠﻊ ﻋﻠﻰ ﺍﻹﻧﺪﻣﺎﺝ ﺑﻴﻨﻬﻤﺎ ﻓﻰ ﺍﻟﺒﺮﻣﺠﻴﺎﺕ ﻹﻳﺠﺎﺩ ﺃﻭ ﻹﻧﺘﺎﺝ ﻭﺣﺪﺓ
ﻣﺼﻐﺮﺓ ﺗﻤﺜﻞ ﺍﻟﺒﺮﻣﺠﻴﺎﺕ ﺍﻟﺤﻴﻮﻳﺔ ﺩﺍﺧﻞ ﺑﺮﻧﺎﻣﺞ ﻣﻌﻤﺎﺭﻯ ﻭﺍﻟﺬﻯ ﺳﻴﺠﻌﻞ ﻣﻦ ﺍﻟﺘﻌﺎﻣﻞ ﻣﻊ ﺍﻟﻤﺠﺴﻢ ﺍﻟﺤﻴﻮﻯ ﺃﻛﺜﺮ ﺳﻬﻮﻟﺔ
ﻭﺍﻟﻤﺠﺴﻤﺎﺕ ﺍﻟﺘﻰ ﺳﻴﺘﻢ ﺍﻧﺘﺎﺟﻬﺎ ﻣﻦ ﺧﻼﻝ ﻫﺬﻩ ﺍﻟﺨﻠﻴﺔ ﺳﻴﺘﻢ ﻣﻌﺎﻟﺠﺘﻬﺎ ﻣﻌﻤﺎﺭﻳﺎ ﺑﺪﺍﺧﻞ ﻧﻔﺲ ﺍﻟﺒﺮﻧﺎﻣﺞ ﺑﺪﻭﻥ ﺍﻟﺤﺎﺟﺔ ﻟﻠﺘﻨﻘﻞ
ﺑﻴﻦ ﺍﻟﺒﺮﺍﻣﺞ ﺍﻟﺤﻴﻮﻳﺔ ﻭﺍﻟﺒﺮﺍﻣﺞ ﺍﻟﻤﻌﻤﺎﺭﻳﺔ ,ﻛﻤﺜﺎﻝ ﻋﻠﻰ ﻫﺬﺍ ﺍﻹﻧﺪﻣﺎﺝ ﺣﻴﺚ ﻗﺪ ﻳﻨﺪﻣﺞ ﺑﺮﻧﺎﻣﺞ ﺣﻴﻮﻯ ﻣﺜﻞ ) (X-Frogﻣﻊ
ﺑﺮﺍﻣﺞ ﻣﻌﻤﺎﺭﻳﺔ ﻣﺜﻞ).(Maya – Rhino Ceros
xﺑﻌﺪ ﺗﺤﻠﻴﻞ ﺍﻟﻘﺎﻋﺪﺓ ﺍﻟﺤﻴﻮﻳﺔ ﻓﺈﻥ ﺍﻟﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﺍﻟﺨﺎﺹ ﺑﻬﺎ ﻻﺑﺪ ﺃﻥ ﻳﺪﺭﺱ ﺟﻴﺪﺍ ﻟﺘﺤﻮﻳﻠﻪ ﻟﻜﻰ ﻳﺼﺒﺢ ﻗﺎﺩﺭﺍ ﻋﻠﻰ ﺃﻥ
ﻳﻜﻮﻥ ﻫﻮ ﻧﻔﺴﻪ ﺍﻟﻨﻈﺎﻡ ﺍﻹﻧﺸﺎﺋﻰ ﺍﻟﺨﺎﺹ ﺑﺎﻟﻤﺒﻨﻰ ﻭﺍﻳﺠﺎﺩ ﺃﺷﻜﺎﻝ ﻣﺨﺘﻠﻔﺔ ﻣﻦ ﻧﻔﺲ ﺷﻜﻞ ﺍﻟﻤﺒﻨﻰ.
ﺍﻟﻤﻨﻬﺠﻴﺔ
ﺗﻨﻘﺴﻢ ﺍﻟﺮﺳﺎﻟﺔ ﺍﻟﻰ ﺛﻼﺙ ﺃﺟﺰﺍء ﺭﺋﻴﺴﻴﺔ ﺣﻴﺚ ﺗﺒﺪﺃ ﺑﻤﻘﺪﻣﺔ ﻋﺎﻣﺔ ﻋﻦ ﺍﻟﺒﺤﺚ ﺑﺎﻹﺿﺎﻓﺔ ﻟﺘﺤﺪﻳﺪ ﺍﻟﻐﺮﺽ ﻣﻦ
ﺍﻟﺒﺤﺚ ﻭﺍﻷﻫﺪﺍﻑ ﺍﻟﺮﺋﻴﺴﻴﺔ ﻟﻠﺒﺤﺚ ﻭﺍﻟﻔﺮﺿﻴﺎﺕ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﻋﺮﺽ ﺍﻟﻬﻴﻜﻞ ﺍﻟﺒﺤﺜﻰ ﻟﻠﺮﺳﺎﻟﺔ.
-1ﺩﺭﺍﺳﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻨﺘﺞ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﺍﻟﺮﻗﻤﻰ.
-2ﺩﺭﺍﺳﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺤﻴﻮﻯ ﻭﺩﺭﺍﺳﺔ ﺍﻟﺘﺸﻜﻞ ﻭﻣﺪﻯ ﺗﺄﺛﻴﺮﻩ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺤﻴﻮﻯ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺮﻗﻤﻰ.
-3ﺩﺭﺍﺳﺔ ﺍﻹﻧﺪﻣﺎﺝ ﺑﻴﻦ ﺍﻟﻌﻤﺎﺭﺓ ﻭﻋﻠﻢ ﺍﻷﺣﻴﺎء ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻹﻧﺘﺎﺝ ﻧﻤﺎﺫﺝ ﻣﻌﻤﺎﺭﻳﺔ ﻋﻦ ﻁﺮﻳﻖ
ﺍﻟﺒﺪء ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﻭﺣﺪﺓ ﺣﻴﻮﻳﺔ ﺍﺑﺘﺪﺍﺋﻴﺔ ﻭﺗﻄﻮﻳﺮﻫﺎ ﻭﻣﺤﺎﻛﺎﺗﻬﺎ ﻟﻴﻜﺘﻤﻞ ﺗﻮﻅﻴﻔﻬﺎ ﻟﺘﺼﺒﺢ ﻣﺒﻨﻰ
ﻛﻤﺎ ﻳﺘﻢ ﺗﺤﻠﻴﻞ ﻟﺒﻌﺾ ﺍﻷﻣﺜﻠﺔ ﺍﻟﺘﻰ ﺗﺆﻛﺪ ﺍﻟﻔﻜﺮﺓ ﻣﺜﻞ ﺍﻟﺘﻄﻮﺭ ﺍﻟﺤﻴﻮﻯ ﻟﻠﻮﺣﺪﺍﺕ ﺍﻟﺤﻴﻮﻳﺔ ﻭﻟﻜﻦ ﺭﻗﻤﻴﺎ
ﺑﺈﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﺍﻟﻮﺻﻮﻝ ﻟﻨﻤﺎﺫﺝ ﻣﻌﻤﺎﺭﻳﺔ ﻣﻦ ﺧﻼﻝ ﺗﻠﻚ ﺍﻟﻤﺤﺎﻛﺎﺓ.
ﺍﻟﺠﺰء ﺍﻷﻭﻝ :ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻨﺘﺞ ﻭﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻠﻮﻏﺎﺭﻳﺘﻤﻰ ﺍﻟﺮﻗﻤﻰ
ﺍﻟﻔﺼﻞ ﺍﻷﻭﻝ :ﻳﺄﺗﻰ ﻫﺬﺍ ﺍﻟﻔﺼﻞ ﺑﻌﻨﻮﺍﻥ )ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻨﺘﺞ( ﺣﻴﺚ ﻳﺒﺪﺃ ﺑﻤﻘﺪﻣﺔ ﻋﻦ ﺃﻫﻤﻴﺔ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﺩﻭﺭﻩ ﻓﻰ ﺍﻟﺤﻴﺎﺓ
ﺍﻟﻌﻤﻠﻴﺔ ﻭﺩﻭﺭﻩ ﺍﻟﺒﺎﺭﺯ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﻌﻤﺎﺭﺓ ﺳﻮﺍء ﻛﺄﺩﺍﺓ ﻟﻺﻅﻬﺎﺭ ﺍﻟﻤﻌﻤﺎﺭﻯ ﻟﻠﻤﻌﻄﻴﺎﺕ ﺍﻟﻮﺍﺿﺤﺔ ﺃﻭ ﺍﻗﺤﺎﻣﻪ ﻛﺠﺰء ﻣﻦ ﻋﻤﻠﻴﺔ
ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ .ﻳﺘﻢ ﺷﺮﺡ ﻣﻔﺼﻞ ﻟﻤﻌﻨﻰ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻨﺘﺞ ﻣﻦ ﺧﻼﻝ ﻁﺮﺡ ﻋﺪﺓ ﻭﺟﻬﺎﺕ ﻧﻈﺮ ﻣﺨﺘﻠﻔﺔ ﻟﺘﻌﺮﻳﻒ ﻫﺬﺍ ﺍﻹﺗﺠﺎﻩ
ﻭﺍﻳﻀﺎ ﺃﻫﻢ ﺧﻮﺍﺻﻪ ﻭﻣﻤﻴﺰﺍﺗﻪ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﻟﻌﻤﻞ ﻣﻘﺎﺭﻧﺔ ﺑﻴﻦ
BIODIGITAL MORPHOGENESIS IN ARCHITECTURE 152
ﻣﻠﺨﺺ ﺍﻟﺒﺤﺚ
ﺗﻌﺪ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﻫﻰ ﺍﻟﻄﺮﻳﻖ ﺍﻟﺬﻯ ﻳﺆﺩﻯ ﺍﻟﻰ ﺍﻣﻜﺎﻧﻴﺔ ﺍﺑﺘﻜﺎﺭ ﺭﻣﺰ ﻣﻤﻴﺰ ﺃﻭ ﺍﺳﺘﻌﺎﺭﺓ ﻋﻦ ﺍﻟﺤﻴﺎﺓ ﻭﻫﻮ ﺑﺎﻟﻔﻌﻞ
ﻳﺨﺘﺺ ﺑﺎﻟﺤﻴﺎﺓ ﻭﺍﻟﺒﻴﺌﺔ ﺍﻟﻤﺤﻴﻄﺔ ﻫﻰ ﺟﺰء ﻣﻦ ﺍﻟﺤﻴﺎﺓ ﻟﺬﻟﻚ ﻓﺈﻥ ﺍﻟﺘﺼﻤﻴﻤﺎﺕ ﺍﻟﻤﺸﺮﻭﻉ ﻓﻰ ﺇﻧﺸﺎﺅﻫﺎ ﻻ ﺑﺪ ﺃﻥ ﺗﺼﺒﺢ ﻟﻬﺎ ﺑﻌﺪ
ﺣﻴﻮﻯ ﻭ ﺗﻜﻮﻳﻦ ﺷﻜﻠﻬﺎ ﺍﻟﺨﺎﺭﺟﻰ ﻳﺼﺒﺢ ﻣﺴﺘﻮﺣﻰ ﻣﻦ ﻭﺣﺪﺓ ﺣﻴﻮﻳﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺃﻥ ﺍﻷﻧﻈﻤﺔ ﺍﻟﻤﻴﻜﺎﻧﻴﻜﻴﺔ ﺍﻟﺘﻰ ﻳﻌﺘﻤﺪ
ﻋﻠﻴﻬﺎ ﺍﻟﻤﺒﻨﻰ ﺳﻮﻑ ﺗﺼﺒﺢ ﻣﺪﺍﺭﺓ ﺑﺸﻜﻞ ﺣﻴﻮﻯ ﺑﻴﻮﻟﻮﺟﻰ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺃﻥ ﺍﻟﺸﻜﻞ ﺍﻟﺨﺎﺭﺟﻰ ﻟﻠﻤﺒﻨﻰ ﻳﻔﻀﻞ ﺃﻥ ﻳﺴﺘﻔﻴﺪ
ﺑﻘﺪﺭ ﺍﻹﻣﻜﺎﻥ ﻣﻦ ﺃﻫﻢ ﻣﻤﻴﺰﺍﺕ ﺍﻟﻄﺒﻴﻌﺔ ﺍﻻ ﻭﻫﻢ ﺍﻟﻘﺎﺑﻠﻴﺔ ﻟﻠﻨﻤﻮ ﻭﺍﻟﺘﻄﻮﺭ ﻭﻛﻴﻔﻴﺔ ﺍﻟﺘﻜﻴﻒ ﻣﻊ ﺍﻟﺒﻴﺌﺔ ﺍﻟﻤﺤﻴﻄﺔ.
ﺑﺎﻟﻨﻈﺮ ﺍﻟﻰ ﻛﻞ ﺫﻟﻚ ﻧﺠﺪ ﺃﻧﻪ ﺃﺩﻯ ﺍﻟﻰ ﻅﻬﻮﺭ ﺍﺗﺠﺎﻩ ﻣﺘﻔﺮﺩ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﻭﻫﻮ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺤﻴﻮﻯ ﻭﻫﺬﺍ ﺍﻹﺗﺠﺎﻩ
ﻳﺒﻌﺪ ﺗﻤﺎﻣﺎ ﻋﻦ ﺃﻯ ﺗﻮﺟﻪ ﻣﺴﺘﻮﺣﻰ ﻣﻦ ﺍﻟﺤﻴﺎﺓ ﻭﺍﻟﻜﺎﺋﻨﺎﺕ ﺍﻟﺤﻴﺔ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﺘﺼﻤﻴﻢ ﻭﺍﻟﺘﻜﻮﻳﻦ ﻭﻫﻮ ﻏﻴﺮ ﺗﻤﺎﻣﺎ ﺍﺗﺠﺎﻩ ﻣﺤﺎﻛﺎﺓ
ﺍﻟﻜﺎﺋﻨﺎﺕ ﺍ ﻟﺤﻴﺔ ﺣﻴﺚ ﺍﻧﻪ ﻏﻴﺮ ﻏﺎﻣﺾ ﻣﺜﻠﻪ ﻭﺇﻧﻤﺎ ﻳﻬﺪﻑ ﺍﻟﻰ ﺍﻹﻧﺪﻣﺎﺝ ﺍﻟﻜﺎﻣﻞ ﻟﻠﻜﺎﺋﻨﺎﺕ ﻭﺍﻷﻋﻀﺎء ﺍﻟﺤﻴﺔ ﻛﻤﻜﻮﻧﺎﺕ ﺭﺋﻴﺴﻴﺔ
ﻟﺘﻌﺰﻳﺰ ﻭﻅﻴﻔﺔ ﺍﻟﻌﻤﻞ ﺍﻟﻤﻨﺘﻬﻰ ﻓﻬﻮ ﻳﺬﻫﺐ ﺑﻌﻴﺪﺍ ﻋﻦ ﺍﻟﻤﺤﺎﻛﺎﺓ ﻭﺍﻧﻤﺎ ﻳﻬﺪﻑ ﺍﻟﻰ ﺍﻟﺘﻜﺎﻣﻞ ﻭﺍﺯﺍﻟﺔ ﺍﻟﻤﺤﺪﺩﺍﺕ ﻭﺍﻟﻌﻮﺍﻗﺐ ﻭﺗﻮﻟﻴﻒ
ﺍﻧﻤﺎﻁ ﻣﺨﺘﻠﻄﺔ ﺟﺪﻳﺪﺓ.
ﻳﻌﺪ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺤﻴﻮﻯ ﻫﻮ ﻧﺘﻴﺠﺔ ﺗﻜﺎﻣﻞ ﻭﺍﻧﺪﻣﺎﺝ ﺗﺎﻡ ﺑﻴﻦ )ﺍﻟﻄﺒﻴﻌﺔ( ﻛﻤﺼﺪﺭ ﺍﺳﺎﺳﻰ ﻭﻣﺼﺪﺭ ﻟﻺﻟﻬﺎﻡ ﻟﻜﻞ
ﺍﻟﺘﺼﻤﻴﻤﺎﺕ ﺣﻴﺚ ﺗﻌﺪ ﻣﻦ ﺃﻫﻢ ﻋﻮﺍﻣﻞ ﻫﺬﺍ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻹﻋﺘﻤﺎﺩ ﺍﻟﻜﺎﻣﻞ ﻋﻠﻰ ﺍﻟﻄﺒﻴﻌﺔ ﻭﺫﻟﻚ ﺣﻴﺚ ﺃﻥ ﺍﻟﻄﺒﻴﻌﺔ ﻗﺪ ﻭﺍﺟﻬﺖ ﺍﻟﻜﺜﻴﺮ
ﻣﻦ ﺍﻟﺘﺤﺪﻳﺎﺕ ﻭﻗﺎﻣﺖ ﺑﺎﻟﻔﻌﻞ ﺑﺤﻠﻬﺎ ﻟﺬﻟﻚ ﺑﻔﻀﻞ ﺍﻋﺘﻤﺎﺩ ﺍﻟﻤﺼﻤﻤﻴﻦ ﻋﻨﺪ ﺍﻹﻋﺘﻤﺎﺩ ﻋﻠﻰ ﻫﺬﺍ ﺍﻟﺘﻮﺟﻪ ﻋﻠﻰ ﺍﻟﻠﺠﻮء ﻟﻠﻄﺒﻴﻌﺔ
ﻟﻺﺳﺘﻔﺎﺩﺓ ﻣﻦ ﻫﺬﻩ ﺍﻟﺤﻠﻮﻝ ﻭﻋﺪﻡ ﺍﻟﺤﺎﺟﺔ ﻟﻠﺘﻮﺻﻞ ﻟﺤﻠﻮﻝ ﺟﺪﻳﺪﺓ.
ﺛﺎﻧﻰ ﺍﻟﻌﻮﺍﻣﻞ ﻫﻮ)ﺍﻟﻌﻠﻮﻡ( ﺍﻟﻤﺨﺘﻠﻔﺔ ﻭﺍﻟﺘﻰ ﻟﻬﺎ ﺗﺄﺛﻴﺮ ﻛﺒﻴﺮ ﻣﻦ ﺣﻴﺚ ﺍﻟﺘﻜﻨﻮﻟﻮﺟﻴﺎ ﺍﻟﺠﺪﻳﺪﺓ ﺍﻟﻤﺴﺘﺨﺪﻣﺔ ﻓﻰ ﺍﻟﻤﺒﺎﻧﻰ
ﻭﺍﻟﺜﻮﺭﺓ ﻓﻰ ﻣﺠﺎﻝ ﺍﻟﻤﻮﺍﺩ ﺍﻟﻤﺴﺘﺨﺪﻣﺔ ﻓﻰ ﺍﻟﻤﺒﺎﻧﻰ ﻭﺍﻟﺘﻮﺳﻊ ﻓﻰ ﻋﻠﻮﻡ ﺍﻟﺠﻴﻨﺎﺕ ﺍﻟﺘﻰ ﻓﺘﺤﺖ ﺍﻟﻤﺠﺎﻝ ﻣﻦ ﺃﺟﻞ ﻋﻤﻞ ﺗﻌﺪﻳﻼﺕ ﻓﻰ
ﻣﺎﻫﻴﺔ ﺍﻟﻤﻮﺍﺩ ﻭﺳﻠﻮﻛﻬﺎ ﻭﺫﻟﻚ ﻣﻦ ﺃﺟﻞ ﺍﻟﺘﻮﺻﻞ ﻟﻠﺨﻮﺍﺹ ﺍﻟﻤﺨﺘﻠﻔﺔ ﺍﻟﻤﺮﻏﻮﺑﺔ ﻓﻰ ﻫﺬﻩ ﺍﻟﻤﻮﺍﺩﺯ
ﺛﺎﻟﺚ ﺍﻟﻌﻮﺍﻣﻞ ﺍﻟﻤﺆﺛﺮﺓ ﻓﻰ ﺍﻹﺗﺠﺎﻩ ﺍﻟﺤﻴﻮﻯ ﻫﻮ )ﺍﻹﺑﺪﺍﻉ( ﻭﺍﻟﺬﻯ ﻟﻪ ﺩﻭﺭ ﻛﺒﻴﺮ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﻭﺍﻟﺬﻯ ﻳﺠﻌﻞ
ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻛﺜﺮ ﻣﺮﻭﻧﺔ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﺨﺎﺭﺟﻰ ﻟﻠﻤﺒﻨﻰ ﺍﻋﺘﻤﺎﺩﺍ ﻋﻠﻰ ﺃﻫﻢ ﻣﻤﻴﺰﺍﺕ ﺍﻟﻄﺒﻴﻌﺔ ﻣﻦ ﺣﻴﺚ ﺍﻟﻨﻤﻮ ﻭﺍﻟﺘﻜﻴﻒ ﻣﻊ
ﺍﻟﺒﻴﺌﺔ ﺍﻟﻤﺤﻴﻄﺔ ﻣﻤﺎ ﻳﺠﻌﻞ ﺍﻟﻤﺒﺎﻧﻰ ﻣﺘﻤﻴﺰﺓ ﺑﻬﺬﻩ ﺍﻟﺼﻔﺎﺕ ﺍﻟﻤﺘﻔﺮﺩﺓ ﻓﻰ ﺍﻟﻄﺒﻴﻌﺔ ﻓﻘﻂ.
ﻗﺪ ﺍﺻﺒﺢ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﺑﺄﺷﻜﺎﻝ ﻋﺪﺓ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﻣﻦ ﺍﺟﻞ ﺍﻟﺤﺼﻮﻝ ﻋﻠﻰ ﻋﻤﻠﻴﺔ ﺗﺼﻤﻴﻢ
ﻣﻌﻤﺎﺭﻯ ﻛﺎﻣﻠﺔ ﺑﺎﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﺣﻠﻢ ﻛﺒﻴﺮ ﻳﺮﺍﻭﺩ ﺍﻟﻜﺜﻴﺮ ﻣﻦ ﺍﻟﺒﺎﺣﺜﻴﻦ ﻭﺍﻟﻤﻌﻤﺎﺭﻳﻴﻦ .ﻓﺎﻧﻪ ﺑﻌﺪ ﺍﺳﺘﺨﺪﺍﻡ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻛﻮﺳﻴﻠﺔ
ﻟﻠﺘﻌﺒﻴﺮ ﻭﺍﻟﺘﻄﺒﻴﻖ ﻓﻘﻂ ,ﻓﺎﻥ ﺍﻟﻬﺪﻑ ﺣﺎﻟﻴﺎ ﻫﻮ ﺟﻌﻞ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻛﺄﺩﺍﺓ ﻟﻠﺘﺼﻤﻴﻢ ﻣﻦ ﺃﺟﻞ ﺍﻳﺠﺎﺩ ﻧﻈﺎﻡ ﻣﻮﻟﺪ ﻳﺴﺎﻋﺪ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ
ﺍﻟﻤﻌﻤﺎﺭﻯ ﺣﻴﺚ ﺍﻧﻬﻢ ﻣﻄﺎﻟﺒﻮﻥ ﺑﺎﻹﺩﺍﺭﺓ ﻭﺍﻟﺘﻌﺒﻴﺮ ﻋﻦ ﺍﻟﺼﻌﻮﺑﺔ ﺍﻟﻤﺘﺰﺍﻳﺪﺓ ﻟﻠﺤﺪﻭﺩ ﻭﺍﻟﻤﺘﻐﻴﺮﺍﺕ ﺍﻟﺘﻰ ﺗﺤﺪﺩ ﺍﻟﻌﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻤﻴﺔ.
ﺣﻴﺚ ﺍﻧﻪ ﻻ ﺑﺪ ﻣﻦ ﻭﺟﻮﺩ ﻋﻼﻗﺔ ﺗﻌﺎﻭﻧﻴﺔ ﺑﻴﻦ ﺍﻟﻌﻘﻞ ﺍﻟﺒﺸﺮﻯ ﻟﻺﻧﺴﺎﻥ ﻭﺃﻧﻈﻤﺔ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﻫﺬﺍ ﺍﻟﺘﻌﺎﻭﻥ ﻣﻦ ﺍﻟﻤﻤﻜﻦ ﺗﺤﻘﻴﻘﻪ ﻓﻘﻂ
ﻣﻦ ﺧﻼﻝ ﺍﻟﻠﺠﻮء ﻹﺳﺘﺨﺪﺍﻡ ﺍﺳﺘﺮﺍﺗﻴﺠﻴﺎﺕ ﻟﻮﻏﺎﺭﻳﺘﻤﻴﺔ ﻭﺍﻟﺘﻰ ﺗﺆﻛﺪ ﻋﻠﻰ ﻋﻼﻗﺔ ﺗﻜﺎﻣﻠﻴﺔ ﻭﺟﺪﻟﻴﺔ ﺑﻴﻦ ﺍﻟﺸﺨﺺ ﺣﺘﻰ ﻳﺪﺭﻙ
ﻭﺍﻟﺘﻐﻠﺐ ﻭﺗﺠﺎﻭﺯ ﺣﺪﻭﺩﻫﻢ ﺍﻟﺠﺴﺪﻳﺔ ﻭﺍﻟﻌﻘﻠﻴﺔ.
ﺗﺴﺘﻄﻴﻊ ﺃﺟﻬﺰﺓ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﺗﺴﻬﻴﻞ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﻭﺗﻄﻮﻳﺮ ﺍﻟﺘﺼﻤﻴﻤﺎﺕ ﻣﻦ ﺧﻼﻝ ﺟﻌﻞ ﺃﺟﺰﺍء ﻣﻦ ﻋﻤﻠﻴﺔ
ﺍﻟﺘﺼﻤﻴﻢ ﺗﺪﺍﺭ ﺑﻮﺍﺳﻄﺔ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻭﺫﻟﻚ ﻣﻦ ﺧﻼﻝ ﺍﻟﺘﻄﻮﻳﺮ ﻭﺍﻟﺘﻜﻴﻒ ﺍﻟﺘﺪﺭﻳﺠﻰ ﻭﻫﺬﻩ ﺍﻟﺘﻮﺟﻬﺎﺕ ﻓﻰ ﺍﻟﺘﺼﻤﻴﻢ ﻳﻤﻜﻦ ﺗﻮﺻﻴﻔﻬﺎ
ﺑـ )ﺍﻟﺘﺸﻜﻞ(.
ﺑﺪﺭﺍﺳﺔ ﺍﻟﺘﺸﻜﻞ ﻓﻰ ﻋﻠﻮﻡ ﺍﻷﺣﻴﺎء ﻭﺍﻟﻌﻤﺎﺭﺓ ﺣﻴﺚ ﻭﺟﺪ ﺍﻧﻬﻢ ﻳﺤﻤﻠﻮﻥ ﺑﻌﺾ ﺍﻟﺼﻔﺎﺕ ﺍﻟﻤﺸﺘﺮﻛﺔ ﻓﻴﻤﺎ ﺑﻴﻨﻬﻢ ﺣﻴﺚ
ﺍﻥ ﻛﻼﻫﻤﺎ ﻳﺘﻌﺎﻣﻞ ﻣﻊ ﻣﺪﺧﻼﺕ ﺗﺪﺍﺭ ﺩﺍﺧﻞ ﻛﻢ ﻭﻛﻼﻫﻤﺎ ﻳﻌﺘﻤﺪ ﻋﻠﻰ ﺍﺳﺘﺨﺪﺍﻡ ﻧﻤﺎﺫﺝ ﺣﺴﺎﺑﻴﺔ ﻛﻤﺎ ﺍﻧﻪ ﺑﺎﻟﻔﻌﻞ ﻳﻮﺟﺪ ﺑﻌﺾ
ﺍﻹﺧﺘﻼﻓﺎﺕ ﻓﻰ ﺍﻷﻫﺪﺍﻑ ﻭﻣﻨﻄﻘﻴﺔ ﺍﻟﻨﺸﺄﺓ ﻭﻗﻮﺍﻋﺪ ﺍﻟﻤﻌﺮﻓﺔ ﻭﺍﻟﻄﺮﻕ ﻭﺍﻟﺘﻨﻈﻴﻤﺎﺕ ﺍﻟﻤﺆﺳﺴﻴﺔ ﻭﻟﻜﻨﻪ ﺑﺎﻟﺮﻏﻢ ﻣﻦ ﺗﻠﻚ ﺍﻹﺧﺘﻼﻓﺎﺕ
ﻭﺍﻟﺼﻌﻮﺑﺎﺕ ﻓﺎﻥ ﺍﻟﺘﻌﺎﻭﻥ ﺍﻟﻘﻮﻯ ﻭﺍﻟﻤﺒﺎﺷﺮ ﺑﻴﻦ ﻋﻠﻢ ﺍﻷﺣﻴﺎء ﻭﺍﻟﻌﻤﺎﺭﺓ ﻳﻌﺪ ﺿﺮﻭﺭﺓ ﻻ ﻏﻨﻰ ﻋﻨﻬﺎ ﻟﻴﺲ ﻓﻘﻂ ﻋﻠﻰ ﺍﻟﻤﺪﻯ ﺍﻟﻘﺮﻳﺐ
ﻓﻰ ﺍﻟﺤﺎﺿﺮ ﻭﻟﻜﻨﻪ ﻳﻤﻜﻨﻪ ﺍﻥ ﻳﻮﺟﻪ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﻧﺎﺣﻴﺔ ﺍﻟﻨﺘﺎﺋﺞ ﺍﻟﺤﻴﻮﻳﺔ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺃﻥ ﺍﻟﻨﺘﺎﺋﺞ ﺍﻟﻤﺜﻴﺮﺓ ﻣﻦ ﻫﺬﺍ
ﺍﻟﺘﻌﺎﻭﻥ ﺳﻮﻑ ﻳﺼﺒﺢ ﻓﻰ ﻣﺰﻳﺪ ﻣﻦ ﺍﻟﻤﺴﺎﻫﻤﺎﺕ ﻣﻦ ﺃﺟﻞ ﻣﺼﺪﺭﺍﻹﻟﻬﺎﻡ ﺍﻹﺑﺪﺍﻋﻰ.
ﻳﻄﻠﻖ ﻋﻠﻰ ﺍﻹﻋﺘﻤﺎﺩ ﻋﻠﻰ ﺃﺟﻬﺰﺓ ﺍﻟﻜﻤﺒﻴﻮﺗﺮ ﻓﻰ ﻋﻤﻠﻴﺔ ﺍﻟﺘﺼﻤﻴﻢ ﺍﻟﻤﻌﻤﺎﺭﻯ ﺍﻟﺤﻴﻮﻯ ﺍﺳﻢ ﺍﻟﺘﺸﻜﻞ ﺍﻟﺤﻴﻮﻯ ﺣﻴﺚ
ﺍﻧﻬﺎ ﺗﻬﺘﻢ ﺑﺪﺭﺍﺳﺔ ﻣﻜﻮﻧﺎﺕ ﺗﻄﻮﺭﺍﺕ ﺍﻷﻋﻀﺎء ﺍﻟﺤﻴﺔ ﻭﺧﺎﺻﺔ ﺍﻟﺘﻰ ﺗﺤﺖ ﺗﺄﺛﻴﺮ ﺍﻟﻈﺮﻭﻑ ﺍﻟﺴﻴﺎﻗﻴﺔ ﻣﺜﻞ ﺍﻷﺣﻤﺎﻝ ﺍﻟﺜﺎﺑﺘﺔ
ﻭﺍﻟﺪﻳﻨﺎﻣﻴﻜﻴﺔ ﺃﻭ ﺍﻟﻘﺎﺑﻠﺔ ﻟﻠﺘﻌﺮﺽ ﻟﻀﻮء ﺍﻟﺸﻤﺲ .ﻫﺬﺍ ﺑﺎﻹﺿﺎﻓﺔ ﺍﻟﻰ ﺗﻔﻴﻴﻢ ﻭﻣﺤﺎﻛﺎﺓ ﺍﻟﻌﺮﻭﺽ ﺍﻟﻔﻴﺰﻳﺎﺋﻴﺔ ﺍﻟﻤﻌﻘﺪﺓ.
ﺑﺴﻢ ﷲ ﺍﻟﺮﺣﻤﻦ ﺍﻟﺮﺣﻴﻢ
ﻣﻮﺍﻓﻘﻮﻥ ﻟﺠﻨﺔ ﺍﻹﺷﺮﺍﻑ
ﺭﺳﺎﻟﺔ ﻋﻠﻤﻴﺔ
ﻣﻘﺪﻣﺔ ﺇﻟﻰ ﺍﻟﺪﺭﺍﺳﺎﺕ ﺍﻟﻌﻠﻴﺎ
ﺑﻜﻠﻴﺔ ﺍﻟﻬﻨﺪﺳﺔ -ﺟﺎﻣﻌﺔ ﺍﻷﺳﻜﻨﺪﺭﻳﺔ
ﻓﻰ
ﺍﻟﻬﻨﺪﺳﺔ ﺍﻟﻤﻌﻤﺎﺭﻳﺔ
ﻣﻘﺪﻣﺔ ﻣﻦ
ﻣﺤﻤﻮﺩ ﻣﺤﻤﺪ ﺟﻤﻌﻪ ﺃﺣﻤﺪ
ﺇﺑﺮﻳﻞ 2015