LAST GIFT

Application of virtual reality to design an incremental post-disaster housing

through a participatory approach.

LAST GIFT

proposes a participatory approach by means of VR interface to design an incremental system for the displaced population. It is a practice that aims to enhance inhabitants’ understanding of their behavior and its relationship with the habitation environment. The iterative process involves both generative search algorithm and interactions between designer and users, confronting with but developing from the existing framework of settlement formation and growth through a functional system that becomes a closer manifestation of users’ habits as it evolves.

In places strike by catastrophe, the demand for many houses being built in a short period of time pushes the consideration of designing post-disaster housing to lean towards speed and cost.

 

Neglecting the context in which they are located.

Village in Irrawaddy Delta, Myanmar

Village in Irrawaddy Delta, Myanmar

 
 
Post-disaster settlement in Pyinsalu, Myanmar

Post-disaster settlement in Pyinsalu, Myanmar

The timeline of disaster recovery is divided into phases where different types of disaster housings are deployed. Such segregation of the discrete phases is prolonging the recovery of the living environment of the traumatized victims.

 

The segregation refers to the material system of the three generally classified type of disaster housings that are almost mutually exclusive from each other. And the threshold in cost of acquiring a more permanent type of housing is high. In most cases, these systems that are designed for temporary purposes have to sustain for a period that is longer than their intended service life, which implies disaster victims are forced to live under such environment that is subject to degrade much faster than normal houses.

 Intended Recovery

IntendedRecovery_Timeline.png
 

Actual Recovery

Post-disaster intervention in the pre-event phase

 

The new framework is developed from the existing framework in which the feedback loop occurs when natural disaster happens, and the use of certain typologies are being evaluated.

Technological advancement empowers a more accurate identification of risk and to take advantage also of the virtual environment to simulate the occupancy of disaster housing units.

In turn, evaluation can be performed, and data can be used to optimized various scenarios.

Flow Diagram_Page_1.png

The guidelines issued by humanitarian agencies are being organized in a matrix in which the top row shows parameters of post-disaster housing that are identified by me as the most influential and the side column lists out conditions related to the contextual background of inhabitants that determines the range of values of each parameters that create a desirable environment in a post disaster scenario.

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Physical parameters derived from existing post-disaster housing typologies

 

Case Studies of existing post-disaster housing are being broken down into sub-system they comprised of and the combinations of subsystems are being analyzed.

The denser region of lines represent the more popular options available in the industry and they can be compared with users' preferences to figure out the suitability of the existing typologies.

Data aggregates to locate natural disaster-prone areas and depict the way people live.

disaster risk data · political cultural data · environmental data

 

After analysing the three types of data, six different countries are selected as having high potential for the intervention I am proposing to take place.

 

Five out of six selected countries are situated within the Southeast Asia Continent.

The methodologies, workflow and concepts of a number of built and speculative projects are being referenced to.

Research Gap.png

The contribution of this project to the body of knowledge in using a participatory approach in designing an incremental systems falls onto four key aspects, namely,

 

Participatory, Incrementality, Data and Modularity

 

Participatory

Through users’ simultaneous presence between the physical space and the VR medium, the participatory tools is used to collapse a time scale that is comparable to the course of disaster recovery in the simulation.

Participants are isolated from all the external stimuli in the immersive environment that trigger the most intuitive behavior in relation to living habits.

Gamification act as a data collection and analytical tools to retain the holistic nature of the solutions without simplifying them for participants who are not expected to have the knowledge of a building profession. The customized digital growth path tool initiates a dialogue between participants natural behavior and the virtual habitation environment.

Incrementality

The boundary of growth is not predefined and the interconnections of one unit and the other mark the boundary of growth.

The simulation of the increment is conditional and it is based on resource availability. The amount of resources added in each round of growth in the game is estimated according to the abundance of a particular resources in the region.

Factorization

The system proposed is based on modularity. The concept of factorization into the most fundamental form of livable unit is expressed as a house form that is composed of parametrically constructed and organized sub-components with the resources needed being carefully calculated, so it could be deployed at an early stage of disaster recovery.

LAST+GIFT_Timothy+Ka+Kui+LAM_543722.jpg
 

Overview of VR participatory Tool

The objective is to simulate preferences and growth trajectory in the pre-event phase and once disaster occurs, to provide a functional prototype that can be utilized within a period that is shorter than the time required for conventional interim housing to be provided, and to inform the quantity of resources required for every stages of growth from a basic 16 – 28 sqm unit to a middle-class standard 120 sqm unit.

 
 

Game Interactions

Unit external definition

 
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InteractionsIcon.png
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InteractionsIcon_grab.png
preferential-selection-grabbing-controller.gif
 
 
preferential-selection_PickPreference_compressed.gif
 
 
InteractionsIcon_pickpreference.png
preferential-selection_PickPreference_controller_releaseTrigger.gif
 
Parameter Prop_oblique view_flipped.png
Proportion

Proportion

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PreferentialSelection_Backend_Prop.png
Number and Positions of Window Position
Number and position of window openings

Number and position of window openings

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PreferentialSelection_Backend_WinPos.png
Parameter RoofForm_oblique view_flipped.png
Roof Form

Roof Form

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PreferentialSelection_Backend_RoofForm.png
Parameter MatCom_oblique view_flipped.png
Material composition of wall

Material composition of wall

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PreferentialSelection_Backend_MatCom.png
 
The house is being reshape by the new average parameters

The house is being reshape by the new average parameters

Game Interactions

Unit internal definition

 
roomnaming_pickname_compressed.gif
 
 
InteractionsIcon_pickname.png
roomnaming-pickname_controller.gif
 
 
roomnaming_livingroom_compressed.gif
 
 
InteractionsIcon_placename.png
roomnaming-placename_controller.gif
 
 
BehavioralData_Plan_2.png
 
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Pick bedroom

Pick bedroom

 
RoomNaming_Backend_Bedroom.png
 
BehavioralData_Plan_3.png
 
roomnaming-adjacencyDiagram-3.png
 
Pick kitchen

Pick kitchen

 
RoomNaming_Backend_Kitchen.png
 
BehavioralData_Plan_4.png
 
roomnaming-adjacencyDiagram-4.png
 
Pick bathroom

Pick bathroom

 
RoomNaming_Backend_Bathroom.png

Room naming behavior

 

Through room naming in the initial unit and the later stages grown unit, user behavior in assigning programme is evaluated against three types of different naming behavior.

 

Anchor

User who always assign a certain function first and locate the rest around it.

Adjacent group

user who tends to group functions and place them one after the other.

Depth

User who tends to rank privacy as a more important aspect and place function following the depth of the space within the unit.

 
room-naming-behavior.png
 

Move furniture interactions

 

as feedback for appropriateness of room assignation.

LAST+GIFT_Timothy+Ka+Kui+LAM_543740.jpg
 
userpartitioning_showGrid_compressed.gif
 
 
InteractionsIcon_showgrid.png
 
 
userpartitioning_createWall_compressed.gif
userpartitioning_createWall_plan.gif
 
 
InteractionsIcon_createwall.png
userpartitioning-createwall-controller.gif
 
userpartitioning-createwall-constrain.gif

Algorithm to prevent the occurrence of space that is not functional.

Constraining player of not creating space that is smaller than 1.2m x 1.2m

 
userpartitioning-removewall.gif
userpartitioning-removewall-plan.gif
 
 
InteractionsIcon_removewall.png
 
 
userpartitioning_doorOpenings_compressed.gif
userpartitioning-dooropenings-plan.gif
 
 
InteractionsIcon_dooropenings.png
userpartitioning-dooropenings-controller.gif
 

Game Interactions

Unit expansion detail

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At the end of this game, player are being asked to decide whether or not and how they would like to expand the unit. Their decision is informed by the amount of resources they own that round, which also restrict the option they have. In each round, a certain quantity of resources would be added estimated based on the region’s production and import dataset.

After all the expansion detail are collected from the player. The system will evaluate according to a grid count method which type of configuration the player expansion is intending to achieve.

Knowing the configuration helps predict the direction of the next expansion. In here, a grid count method is again used as an initial way to evaluate against each expansion.

If the result of the grid count are couldn’t distinguish the best prediction, transformation steps are used to further compare the similarity between each predictions with the player intention.

Unit growth optimization

Data collected in the game interactions are fed into the evolutionary solver. Among all the solutions being generated, the fittest configuration is chosen, and according the principle that windows are more needed in habitable rooms, the range of index for window placement can be further narrow down.

UnitGrowthSummary_PreferentialSelection.png
UnitGrowthSummary_InternalDistribution.png
UnitGrowthSummary_ExpansionDetail.png

 OPTIMIZATION GOALS :

NUMBER OF ROOMS = 6

S.D. OF AREA PROPORTION OF SPACE = 7.53

ADJACENCY OF DIFFERENT SIZES OF ROOMS AS CLOSE TO NODE - LINK GRAPH AS POSSIBLE

MINIMIZE CORRIDOR - LIKE SPACE [ PROPORTION OF SPACE DIMENSIONS > 5 : 1 ]

MINIMIZE UNDERSIZED SPACE [ AREA < 1.44m2 ( 1.2m x 1.2m ) ]

MINIMIZE MODIFICATION MADE TO EXISTING PARTITION

 

LAST GIFT speculative settlement organization

Void will be left in the planning of the settlement but these void will not be leftover space because of the thorough understanding of the culture and expansion behavior, resulting in various open space that transform dynamically to accommodate the needs of different programme during the recovery.

 
 

LAST GIFT is a project of IaaC, Institute for Advanced Architecture of Catalonia

developed in the Master of Advanced Architecture in 2019/20 by:

Students: Timothy Ka Kui Lam

Faculty: Mathilde Marengo and Eugenio Bettucchi