**4.1.1 CAD-CAM processes**

Internet-supported collaborative processes such as CAD-CAM design and fabrication workflows are implemented in Protospace by means of commercial and non-commercial software applications that in part are developed from scratch at Hyperbody. For architectural and urban design Hyperbody employs parametric software such as Virtools, Max MSP, Rhino-Grasshopper and Generative Components. These CAD applications are coupled with CAM facilities in order to allow seamless production of physical prototypes from virtual models.

With respect to their use in education, in case of E-Archidoct, for instance, in addition to the Internet-based individual and collaborative exchange between students and teachers facilitated by the open-source Modular Object-Oriented Dynamic Learning Environment (Moodle) which was incorporated into the E-Archidoct website, Protospace software applications were as well integrated.

Students were, basically, introduced to parametric software such as Virtools, Grasshopper and Generative Components employed in architectural and urban design projects. Liu's

Internet-Supported Multi-User Virtual and Physical

multimedia and videoconference presentations.

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Following principles of Ambient Intelligence some of the multiple screen projections may be influenced by the audience: The physically present audience can alter the course of the presentation by using laser pointers, or triggering light- and/or pressure-sensors integrated in floor and walls, while audience from all over the world follows and interacts with the presentation via Internet-based interfaces (Fig. 5). In this context, distinct clusters of content are marked with keywords, indicating when audience input is expected or required, while physically and virtually present lecturers introduce and discuss content by means of

Fig. 5. Interactive presentations with Marcos Novak from University of California in

Protospace at TU Delft (iWEB, 2006-07).

project (Fig. 4), for instance, applies parametric definition for the development of multiple designs. Parametric manipulation implied, among others, the use of the marching cubes algorithm, which constructs surfaces from numerical values; furthermore, programmatic considerations were parametrically defined with respect to function in relation to volume and orientation in 3D space, etc. CAD structural analysis employing MIDAS/Gen implied that data with respect to forces, moments and stresses was used in order to determine the placement and dimension of main and secondary structure, whereas final design was physically prototyped by means of CAM.

Fig. 4. Liu's project showing multiple design and evaluation phases employing design and structural engineering software.

In addition to CAD-CAM processes in which designers (tutors, students and researchers) may partake physically or virtually, Protospace facilitates interactive presentations that allow physically and virtually present audience to attend and interact with the presenters and their presentations in real-time.

#### **4.1.2 Interactive lectures**

Non-linear screen presentations are set-up on multiple screens and non-linear talks follow a paradigm in which the audience is enabled to select from predefined content clusters specific topics, images, and/or movies, which the speaker then presents and discusses.

project (Fig. 4), for instance, applies parametric definition for the development of multiple designs. Parametric manipulation implied, among others, the use of the marching cubes algorithm, which constructs surfaces from numerical values; furthermore, programmatic considerations were parametrically defined with respect to function in relation to volume and orientation in 3D space, etc. CAD structural analysis employing MIDAS/Gen implied that data with respect to forces, moments and stresses was used in order to determine the placement and dimension of main and secondary structure, whereas final design was

Fig. 4. Liu's project showing multiple design and evaluation phases employing design and

In addition to CAD-CAM processes in which designers (tutors, students and researchers) may partake physically or virtually, Protospace facilitates interactive presentations that allow physically and virtually present audience to attend and interact with the presenters

Non-linear screen presentations are set-up on multiple screens and non-linear talks follow a paradigm in which the audience is enabled to select from predefined content clusters specific topics, images, and/or movies, which the speaker then presents and discusses.

physically prototyped by means of CAM.

structural engineering software.

and their presentations in real-time.

**4.1.2 Interactive lectures** 

Following principles of Ambient Intelligence some of the multiple screen projections may be influenced by the audience: The physically present audience can alter the course of the presentation by using laser pointers, or triggering light- and/or pressure-sensors integrated in floor and walls, while audience from all over the world follows and interacts with the presentation via Internet-based interfaces (Fig. 5). In this context, distinct clusters of content are marked with keywords, indicating when audience input is expected or required, while physically and virtually present lecturers introduce and discuss content by means of multimedia and videoconference presentations.

Fig. 5. Interactive presentations with Marcos Novak from University of California in Protospace at TU Delft (iWEB, 2006-07).

Internet-Supported Multi-User Virtual and Physical

to its next vicinity.

user virtual reality (Fig. 7).

icosahedral structure.

Prototypes for Architectural Academic Education and Research 325

VOR is, basically, an interactive environment allowing participants to playfully start to understand interactivity principles, which are then applied in design using Protospace's design interface. In order to incorporate behaviors and interactively change geometry in real-time, VOR employs self-organization principles of swarms enabling elements of the structure to respond to external changes. According to Oosterhuis (2006) swarm architecture implies that all building components operate like intelligent agents, whereas the swarm is, in this context, of special interest: Self-organizing swarms go back to Reynolds' computer program developed in 1986, which simulates flocking behavior of birds. The rules according to which the birds are moving are simple: Maintain a minimum distance to vicinity (1), match velocity with neighbors (2) and move towards the center of the swarm (3). These rules are local establishing the behavior of one member in relationship

Similar to Reynolds' flocking rules, VOR's icosahedral geometry employs rules regarding the movement of its vertices. The movements of its vertices are controlled as follows: (1) Keep a certain distance to neighboring vertices; move faster if you are further away. (2) Try to be at a certain distance from your neighbors' neighbors; move faster if you are further away. These rules aim to establish a desired state of equilibrium implying that VOR aims to organize itself into the primary icosahedral structure. Under exterior influences VOR executes geometrical-spatial transformations according to the rule (3): Try to maintain a certain distance to the avatar, whereas the avatar is an embodiment of the user in this multi-

Fig. 7. VOR can be navigated via an avatar that can enter a virtual world represented as an
