RC4 in London researches computational design methodologies for large-scale 3D printing with industrial robots, taking logistical, structural and material constraints as design opportunities to generate non-representational architectural spaces with extreme information density.
Clay Robotics is an ongoing project developed by Jiashuang Sun, Kelvin Ho, and Sihan Wang at the The Bartlett, University College London. The project team is led by studio tutors Philippe Morel, Thibault Schwartz and Guan Lee as part of MArch Graduate Architecture Design, Research Cluster 5.
The proposed fabrication system hybridizes existing concrete casting techniques with additive manufacturing processes through the use of six-axis industrial robotic arms. The objective of this research is to develop a viable large-scale casting technique that is potentially more sustainable, and efficient than traditional construction.
OPP Connect Strong PolyBrick needs no mortar OPP Connect “The plastic nature of clay offers a potent material solution to contemporary generative design processes in architecture, which frequently feature organic and natural forms of increasingly...
An artificial leaf converts water and light to oxygen, and that's good news for road-tripping to places beyond Earth.
One of the persistent challenges of manned space exploration is that pesky lack of oxygen throughout much of the universe. Here on Earth, trees and other plant life do us a real solid by taking in our bad breath and changing it back to clean, sweet O2.
So what if we could take those biological oxygen factories into space with us, but without all the land, sun, water, soil, and gravity that forests tend to require? This is the point where NASA and Elon Musk should probably start paying attention.
Royal College of Art graduate Julian Melchiorri has created the first man-made, biologically functional leaf that takes in carbon dioxide, water, and light and releases oxygen. The leaf consists of chloroplasts -- the part of a plant cell where photosynthesis happens -- suspended in body made of silk protein.
"This material has an amazing property of stabilizing (the chloroplast) organelles," Melchiorri says in the video below. "As an outcome I have the first photosynthetic material that is living and breathing as a leaf does."
In addition to its potential value to space travel, Melchiorri also imagines the technology literally providing a breath of fresh air to indoor and outdoor spaces here on Earth. The facades of buildings and lampshades could be made to exhale fresh air with just a thin coating of the leaf material.
But perhaps best of all, a man-made breathing leaf could be the key to not just space travel but space colonization. No need to figure out how to till that dry, red Martian dirt to get some nice leafy trees to grow; we could just slap them on the inside of the colony's dome and puff away.
Partnering with a structural steel detailing firm that utilizes the latest Xsteel Tekla Structures tools and offers optimum efficiency to a steel production workflow is one of the important aspects for successfully operating a building business.
It’s a bike frame like no other: mesh texture, custom-fit, the designer’s name incorporated into the structure, and 3D Printed! The man that brought this stunning product into world is Australia-based industrial designer, university lecturer, student, researcher, and 3D Printing enthusiast James Novak. Here’s the story of his journey (on a bike!) through the world of 3D Printing....
"Inspired by diatoms and radiolarians, a new bottle used biomimicry as a basis for its new design. [...] Carlos Rego, a designer with Logoplaste Innovation Lab in Portugal, has found functional patterns in nature that have added beauty to his designs for something as utilitarian as a bottle. Those same patterns added strength while decreasing weight — and therefore material — from those bottles. And recently, the organisms that inspired the company’s latest design may also benefit from it. This story is about learning from nature how to minimize materials while still providing needed strength, how to cooperate, and how to design to make products that are not just less harmful to life, but are also restorative."
Facebook moved quickly to acquire Oculus VR—creator of the forthcoming Oculus Rift virtual reality headset—for approximately $2 billion. Discussions between the two companies opened less than two weeks ago, according to Oculus VR’s CEO Brendan Irebe. “We locked ourselves in the Facebook HQ and just got the deal done really fast,” Irebe told the Wall Street Journal. “We don’t want to disrupt the team and go through months of negotiations.”
Facebook’s founder and CEO Mark Zuckerberg reportedly instigated the deal. “Strategically we want to start building the next major computing platform that will come after mobile,” he said on a conference call on Tuesday night. Zuckerberg sees the acquisition as part of Facebook’s mission to build the so-called knowledge economy. “There are not many things that are candidates to be the next major computing platform,” he said. “[This acquisition is a] long-term bet on the future of computing.”
Zuckerberg described his first time using the VR headset as revelatory: “When you put on the goggles, it’s different from anything I have ever experienced in my life,” he said.
The headset, designed by 21-year-old Palmer Luckey, has been available as a developer kit since March 2013. So far it’s primarily been used for video games (see “Can Oculus Rift Turn Virtual Wonder into Commercial Reality?”). John Carmack, co-creator of the seminal 3-D video game Doom, joined Oculus VR in August; many enthusiasts and independent game makers have already released games and demos for the hardware. This has happened even though the company hasn’t announced a launch date for a commercial version of the hardware. At this point the device isn’t expected to be released any earlier than the end of this year.
Facebook views the technology as more than a peripheral for video games. “Immersive virtual and augmented reality will become a part of people’s everyday life,” Zuckerberg said. “History suggests there will be more platforms to come, and whoever builds and defines these,” he said, will shape the future and reap the benefits.
Asked on the investor call why the time is right for mass-market virtual reality, Zuckerberg cited the low cost of the necessary components. “One of the things driving this is that people can reuse components mass-produced for phones that can render a world quickly enough to not make a person feel motion sickness,” he said. “You need to render everything in a virtual world within 15 milliseconds, otherwise it’s too jarring and doesn’t feel real. For the first time, we are able to do that.”