The protoSPACE lab 2.0 in the iWEB has to close down due to the 2008 fire, which destroyed the Faculty of Architecture. In pring 2010 we opened protoSPACE 3.0 inside the walls of a new BK City. In the 2009 MSc2 course Hyperbody students designed a new protoSPACE 4.0 lab, a standalone pavilion between BK City and the Delft Science Centre. For protoSPACE 4.0 we developed a complete new building system based on an assemblage of large unique CNC produced building blocks. The prototypical building block we named protoCELL. The parametric protoCELL unit comes in a series of interacting function-specific swarms: daylight swarm, artificial light swarm, ventilation swarm, interaction swarm, heating swarm, display swarm. Each featured swarm consists of 10-20 parametric building components. The different swarms interact in a loose configuration, intermingling the specified functional units, but never betraying to which swarm one belongs. the units are CNC milled from polystyrene foam and coated with a strong polyurea skin. All building blocks of all swarms are structural as well as provide for insulation. The hundred large building blocks of the proposed protoSPACE 4.0 fit together like the unique pieces of a 3d puzzle. The gravity center of the units form the point cloud of reference points. The reference points are further specified as to form the details of the geometric relations between the units. Each reference points thus becomes a group of parametric related points.
Everyone has once been amazed to see how birds are flocking in the air. Much has been said about the simpe rules the birds are executing when flocking. The birds are constantly aware of their neighbours, avoid collision, keeping agreed distance, adapting to the neighbours direction, striving at a more central position in the flock. Their flocking behaviour has been modelled in simple computer graphics, back in 1986 Craig Reynolds [red3d.com]made a computer model of animal motion, scripting the rules for the creatures he named boids, based on three dimensional computational geometry. Why then are we interested in boids and swarms of birds. Why did I introduce the term swarm architecture back in 2001 during the first Game Set and Match Conference I organised at the TU Delft [hyperbody.nl]? My objective has been clear from the beginning: I wished then and still wish now to identify all possible building components as interacting elements building up bi-directional relations with each other. The idea of behaviour intrigued me because it would lay the foundations for an archtecture that is not static but animated in real time. Animated not as was described by Greg Lynn in his book Animated Form , who de facto claimed his license to kill the animation, but animated in its purest meaning, keeping the structure informed, much like the flock of birds. I concluded that there is no meaning in freezing the motion, I realized we needed to use actual ICT technology to sustain the information flow throughout the complete life-cycle of the built structure.