α+β research projects
Team Yongjun Song, Hongju Yang, Yongje Byeon (Mind Computation Lab)
Advisor Professor Seung Wan Hong, Inha University
This project was awarded the Top Prize (Digital Design & Fabrication category) at the 2021 Digital Architecture Competition hosted by the Architectural Institute of Korea.
Our team conducted design experiments in architectural program hybridization, utilizing virtual users to simulate human behavior for merging two or more distinct architectural programs and services. Recently, both domestically and internationally, architectural works have been introduced that blend new, disparate programs into existing design schemes. This trend is not only seen in experimental buildings but also in remodeling projects, such as those in Ikseon-dong. For architects, the fusion of architectural programs represents a creative endeavor to present new architectural styles. However, interpreting and adjusting user behavior and satisfaction arising from the friction between different programs is a challenging task. Although analyses based on human behavior simulation are being attempted, it is difficult to reproduce storytelling that serves as clues for architectural imagination beyond the physical analysis of user behavior.
To support these experiments in architectural program fusion, our team has developed the "Imagine-Toolkit." With the help of artificial intelligence, this toolkit employs virtual users to compute the behavior of humans and animals within physical and social environments, conducting two projects. In particular, in one project, not only the behavior of human users but also that of animal users sharing the artificial environment was simulated, exploring methods of coexistence that the designer might not have considered.
In our first endeavor, our team amalgamated an architectural design office with a cat café program. The original building program consisted of an information library and an architectural design office. Transforming the library into a cat café, we experimented with designing curvilinear bridges and walls that cats could navigate. The experimental variables included the cats' behaviors, the number of bridges, and the slope of these bridges. Additionally, we divided virtual user groups into three categories with specific behaviors and variables to see how cats would create "cat zones" affecting human activities within a 3-meter radius, and how architects and café visitors would interact with these zones.
Our second project merged an architectural design office with an indoor fishing spot, again repurposing a building from our third-year design project. The original program included a ramp-based gallery and an architectural office. We replaced the gallery with a fishing area and experimented with designing ramps that connect the lower and upper floors, focusing on the fishermen's behaviors, the cross-sectional shape of the ramps, and the number of fishing spots. This simulation aimed to explore the rich experiences of virtual users, imagining how fishermen and spectators could enjoy fishing and how the architectural office staff could feel more alive in the building.
Ultimately, our team’s use of virtual user simulations in these two projects allowed us to boldly integrate different architectural programs, proposing creative and experimental designs. Beyond the physical and spatial aspects of design, our experiments highlighted the importance of architectural values such as consideration for users, coexistence, and the potential for warm, humane architectural imagination through rich storytelling and interaction between virtual users.
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