Romadhon, Ardhian Bagas Mahardika (2026) Arsitektur Generatif: Penerapan Datascape Dan Ars Combinatoria Pada Perancangan Ruang Spekulatif. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Arsitektur komputasional sering kali direduksi pemahamannya sebatas penggunaan perangkat lunak canggih, melupakan akar fundamentalnya pada logika formal dan strukturisasi informasi. Perancangan ini menantang paradigma tersebut dengan mengadopsi teori Datascape Roberto Bottazzi, yang memandang komputasi sebagai penerapan logika matematika untuk mengolah realitas menjadi data terfragmentasi. Isu utama yang diangkat berlandaskan pada tesis Manusia Plastis dari Colomina & Wigley, yang mendefinisikan manusia sebagai subjek cair yang terus bermutasi secara biologis dan teknologis akibat desain. Perancangan ini bertujuan untuk menerapkan dari peran arsitek dari pencipta bentuk akhir menjadi perancang sistem generatif. Metodologi yang digunakan adalah komputasi generatif yang melalui lima tahapan iteratif: Preparing, Curating, Crossing, Developing, dan Finalizing. Narasi filosofis abstrak didiskretisasi menjadi unit data (genom), yang kemudian disilangkan menggunakan logika Ars Combinatoria untuk menghasilkan variasi mutasi spasial. Luaran dari perancangan ini menghasilkan sebuah kerangka kerja sistematis untuk menggali ide secara generatif. Alat ini memosisikan buku literatur sebagai basis data (book as database) yang diekstraksi menjadi lanskap informasi (datascape), memungkinkan penerjemahan narasi filosofis yang rumit menjadi parameter arsitektural yang konkret dan terstruktur.
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Computational architecture is often reduced to the use of advanced software, overlooking its fundamental roots in formal logic and information structuring. This design questions the conventional approach by embracing Roberto Bottazzi's Datascape theory, which conceptualizes computation as employing mathematical logic to transform reality into discrete data fragments. The core issue raised is based on the Plastic Human thesis by Colomina & Wigley, which defines humans as fluid subjects that continuously mutate biologically and technologically due to design. This project redefines architects as designers of generative systems rather than creators of completed forms. The generative computational method progresses through five iterative phases: Preparing, Curating, Crossing, Developing, and Finalizing. Abstract philosophical narratives are discretized into data units (genomes), which are then crossed using Ars Combinatoria logic to produce variations of spatial mutations. The output of this design is a systematic framework for generatively exploring ideas. This tool positions literary books as databases (book as database) that are extracted into information landscapes (datascape), enabling the translation of complex philosophical narratives into concrete and structured architectural parameters.
| Item Type: | Thesis (Other) |
|---|---|
| Uncontrolled Keywords: | Ars Combinatoria, Arsitektur Generatif, Database, Datascape, Manusia Plastis, Ars Combinatoria, Database, Datascape, Generative Architecture, Plastic Human |
| Subjects: | N Fine Arts > NA Architecture > NA2728 Architectural design--Data processing N Fine Arts > NA Architecture > NA2750 Architectural design. |
| Divisions: | Faculty of Civil, Planning, and Geo Engineering (CIVPLAN) > Architecture > 23201-(S1) Undergraduate Thesis |
| Depositing User: | Ardhian Bagas Mahardika Romadhon |
| Date Deposited: | 04 Aug 2026 04:30 |
| Last Modified: | 04 Aug 2026 04:30 |
| URI: | http://repository.its.ac.id/id/eprint/143159 |
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