Welcome to the home for Digital Research 2013

Here you will be asked to post a screenshot as well as an approximately 400 word description of the criteria or parameters that you implemented in your use of this weeks precedent study.

Here is the schedule for the semester, including the student responsible for moderating the discussion:

Performative
8/20- Shanghai Tower- Beorkrem
8/27- Versioning- Steven Danilowicz
9/3- Adaptive Components- Dylan davis
9/10- Material Constraints- Christian Sjoberg
9/17- Programmatic Constraints- Neil Edwards

Generative
9/24- Aesthetic- Trevor Hess
10/1- Biomimicry- Ben Sullivan
10/8- NO CLASS- Fall Break

Interactive Design
10/15- Smart Objects- Lina Lee
10/22- Smart interfaces- Isabel Fee

Data Visualization
10/29- Emotive Expression- Chris Pockette
11/5- Physical Expression-
11/12- Daylighting-
11/19- Final Project begins
11/26
12/3

Monday, September 2, 2013

Versioning Week 2

During this lab, we were focusing on the idea of using computation as a tool for placing modules in space dependent on other modules. Programming an order for the different room types was based on one of the fundamental processes which computers are highly efficient at: if/then statements. Our lab's 9-square grid was filled with different room types whose order was randomized by the jitter sequencer. A second story of jittered rooms was stacked atop, but under the condition that no rooms having stairs would be above the same type. In order for this to happen, or rather, for the computer to sequence abstractions such as the rooms in a particular order, numeric values were assigned to the different room types. Assigning numbers to the various forms grants the computer the translation it needs for computation to happen. Now that a number means a form, we can tell the computer "if a room with stairs is at this point in the sequence, then a room with stairs cannot be at the point above in the next sequence".

Jittering randomizes the seeds in which are to fall in a sequence. This, in combination of the Vector 2 point creates the "out of order" sequence between points of objects. The move operator actually gives the objects motion, which is plugged into the vector output of vector 2 point.

To sum it up, we randomized a sequence for ground level objects and randomized another sequence for the next level up, providing no stair rooms repeat vertically.

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