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The Phantom

Performing Art Center

Behavior Study

Wander

Seek

Avoid

In this project, I defined the swarm as that can do 3 reactions separately or together to the environment. 
The first reaction is wandering. This phenomenon occurs when the context doesn’t have any obvious attributes to make the swarm give a reaction. The second reaction is seeking. This phenomenon occurs when some area or points in the context have the attributes that are attractive for the swarm. The third reaction is avoiding. This phenomenon occurs when something bad for the swarm happens. The swarm will try its best to get rid of the negative attribute.
And I also set different controlling points on the site based of the district’s purpose and stream of people. Most places have different values of attractivenss and repellency so that they can work as a key elements for the simulation. Located in the university campus, the site is surrounded by a lot of districts that are built for different purposes. Different social attributes come together with the site division. Some of them, such as library or amusement center,  are attracting people, while some others of them, such as the worst sport field among the sports district or the furthest gate from the dorm, are avoiding people to get there.What’s more, the topographical attributes, like the slope of the green area, are also affecting people’s behavior.
Locust, a plugin of grasshopper, can easily combine different attributes by defining them attracting or avoiding with different values, and then generates an animation to simulate the behavior of a warm that was put into the context, which could be used as a reference for further design.

In our real world, communication between animal or even people is merely like the procedure of signal transmission between nerve cells.Take ants for example, one single ant will act out-of-order, but once the group grow to a large quantity, the behavior of the whole swarm will be intelligent. Just like how brain works. So will it be with human beings.
That’s why we can take advantage of this phenomenon and design a building using the same logic.
Usually, the phenomenon of swarm intelligence will have 5 attributes.
1, the Proximity Principle. Single member of a swarm can do basic calculation or react to the environment as a minimum unit of this reaction.
2, the Quality Principle. The swarm will react to the quality of the environment. If certain quality changes, the reaction of the swarm will change as well.
3, the Principle of Diverse Response. The environment should have complex context instead of a purified closed space.
4, the Stability Principle. Swarm will reach a stable status as long as the given environment is not changed dramatically.
5, the Adaptability Principle. The swarm will change itself to adapt to new environment, which means swarm has the ability to fit itself into a new context.

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Result of swarm intelligence simulation

Plan & Section

Visibility & Reachibility

Parametric Facade Structure

2022 Yingnan Bao All Rights Reserved

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