Can supervise: YES
Biloria, N & Dritsa, D 2018, 'Social Robotics and Human Computer Interaction for Promoting Wellbeing in the Contemporary City', Lecture Notes in Computer Science, vol. 10902, pp. 110-124.View/Download from: UTS OPUS or Publisher's site
Within today's environment of relentless urban growth, socio-technical approaches towards enhancing wellbeing within the urban have started gathering momentum. Situated in this context, the research paper presents an approach to actively instigate physiological and psychological behavioral change within people for promoting wellbeing via context aware augmentation of physical environments. This involves harnessing a trans-disciplinary approach wherein, the domains of data sciences, HCI, embedded robotics, computational simulation and user-centric interaction design merge in order to promote real-time responsive augmentation (physical, ambient, social and structural) of the built environment. The paper elaborates upon two projects: RoboZoo and FLUID, both built and tested in The Netherlands, representing two different scales; Small scale: object/product scale, which operate within urban open public space and Large scale: indoor public installation.
Dritsa, D & Biloria, N 2018, 'Towards a multi-scalar framework for smart healthcare', Smart and Sustainable Built Environment, vol. 7, no. 1, pp. 33-52.View/Download from: UTS OPUS or Publisher's site
© 2018, Emerald Publishing Limited. Purpose: The purpose of this paper is to investigate the role of emerging technologies in the promotion of health and well-being at the urban, domestic and bodily scale, through the systematic examination of technologies such as physical sensing systems and physiological data monitoring, that are currently explored as drivers for achieving sustainable healthcare within a multi-scalar approach. Design/methodology/approach: A comprehensive study of the various technologies associated with smart healthcare is provided, first investigating smart cities, physical sensing systems and geospatial data as potential enablers of public health. Then the discourse shifts towards exploring Smart Home technologies for healthcare, first reviewing strategies of enhancing the home environment with multisensory components, and then discussing the emergence of physiological monitoring devices and their interconnection with the domestic and urban environment. Findings: While the implementation of Internet of Things, physical sensing systems and geospatial analytics in extracting and analyzing the multiple information layers of the urban, the domestic and the bodily environment, has been widely explored, there is little consideration on the transition from the domestic to the urban level, and while within each of the different scales, the need for a multi-componential approach is addressed, there is minimal effort towards its materialization. Originality/value: The major contribution of this study therefore lies in laying the ground for further research towards a multi-scalar relational approach that views smart healthcare as a trajectory, binding the bodily, to the domestic and the urban fabric.
Hakak, AM, Bhattacharya, J, Biloria, N, de Kleijn, R & Shah-Mohammadi, F 2016, 'Navigating abstract virtual environment: an eeg study', Cognitive Neurodynamics, vol. 10, pp. 471-480.View/Download from: UTS OPUS or Publisher's site
Perceptions of different environments are different for different people. An abstract designed environment, with a degree of freedom from any visual reference in the physical world requests a completely different perception than a fully or semi-designed environment that has some correlation with the physical world. Maximal evidence on the manner in which the human brain is involved/operates in dealing with such novel perception comes from neuropsychology. Harnessing the tools and techniques involved in the domain of neuropsychology, the paper presents nee evidence on the role of pre-central gyrus in the perception of abstract spatial environments. In order to do so, the research team developed three different categories of designed environment with different characteristics: (1) Abstract environment, (2) Semi-designed environment, (3) Fully designed environment, as experimental sample environments. Perception of Fully-designed and semi-designed environments is almost the same, [maybe] since the brain can find a correlation between designed environments and already experienced physical world. In addition to this, the response to questionnaires accompanied with a list of buzzwords that have been provided after the experiments, also describe the characteristics of the chosen sample environments. Additionally, these results confirm the suitability of continuous electroencephalography (EEG) for studying Perception from the perspective of architectural environments.
Hakak, AM, Biloria, N, Dabbagh, A & Venhari, AA 2016, ''Thinking Out of the Box' from Out of the Box! Increasing the Dimension of 'Starting Point' Case Study: Architecture Students', Psychology, vol. 7, pp. 345-355.View/Download from: UTS OPUS or Publisher's site
To start a design process with plan and section in 2D environment (pen and paper) will exclude
thousands of possibilities, which the designer will never be able to consider them. The 2D designer
will never touch upon the rich world of complexity. Starting the design from higher dimension
is the solution to get rid of old conventional designing methods. Adding extra dimension to the
'starting point' is applying CAD (computer aided architectural design) software not to extrude the
2D lines, but thinking from a higher dimension. Now thinking out of the box from out of the box
becomes possible. To prove the hypothesis, authors decided to conduct an experiment and asked a
group of architecture students to design a same architectural task with different dimensions. First
the conventional pen and paper in 2D and the second time applying 3D environment interface of
their own choice for the same task. The jury of experts concluded that students were more creative
when they chose a 3D interface (higher dimension).
Mahdizadeh Hakak, A, Bhattacharya, J, Biloria, N & Ahmadi Venhari, A 2016, 'The Proto-Fuse project: methods to boost creativity for architects', International Journal of Design Creativity and Innovation, vol. 4, pp. 206-221.View/Download from: UTS OPUS or Publisher's site
Human civilization can be ameliorated by human creativity. Innovation and progress of human civilization result from a change in our thinking patterns, thus, potentially transforming the present into a creative future. Accentuating the role of creativity in design even more than other disciplines pushes one to underpin the understanding of creativity as a key role player in architecture. Furthermore, by identifying the basic principles of our ingenuity/creativity, researchers might be able to enhance this ability in the future. The digital era allows for a new domain of architectural experience. It is assumed that new designs in virtual environments can be created that go beyond the mere accommodation of literal functions, and affect human experiences. This paper presents the role of a method developed by the authors: 'Proto-Fuse', experimented with, as an artwork for the survey of cognitive perception of humans, specifically targeting enhancement of spatial creativity. The logic behind this method is based on two psychological concepts: 1 – conceptual blending, 2 – tolerance of ambiguity. Two experimental projects were conducted for exploring the Proto Fuse method: (a) 'unconventional virtual environments (UVEs)' to improve conceptual blending and (b) 'Extracting local distance' to enhance tolerance of ambiguity.
Biloria, N & del Campo, M 2015, 'Editor Biographies', Next Generation Building, vol. 2.
Biloria, N 2014, 'Inter-Performing Morphologies', 건축, vol. 58, pp. 65-70.
Biloria, N 2014, 'Performance driven generative design systems: Agent based model driven design methodologies in architectural education', Next Generation Building, vol. 1, pp. 65-82.View/Download from: UTS OPUS or Publisher's site
The research paper elaborates upon multi-performative generative design strategies by means
of associative computational simulations incorporating social, environmental, spatial and structural
dimensions. The interdisciplinary research driven design approach presented in this paper
is exemplified via design experiments conducted at Hyperbody, TU Delft's graduation studios.
These experiments consciously fuse Agent based modeling (ABM), Associative and parametric
design techniques, Swarm intelligence Models and Environmental analysis to evolve a comprehensive,
performance driven design methodology. A looped process of iterative information
exchange between analytical, aesthetic, fabrication and real-time interactive behavior based
modes of experimentation for evolving performance driven architectural formations is thus proposed.
This inter-performing data-driven approach devoid of its reliance on architecture styles and
typologies is thus deemed a democratic methodology to understand our built environment and to
bottom-up produce sustainable architectural morphologies. An interdisciplinary mode of operation
to invent a new take on pre-processing via integration rather than post-design optimization
of architectural space for the sake of sustainability is thus seen as a vital outcome of the research
and design methodology.
Hakak, AM, Biloria, N & Venhari, AA 2014, 'Creativity in Architecture-A Review on Effective Parameters Correlated with Creativity in Architectural Design', Journal of Civil Engineering and Architecture, vol. 8, pp. 1371-1379.View/Download from: UTS OPUS or Publisher's site
Human civilization can be ameliorated by human creativity. Innovation and progress of human civilization result from a
change in our thinking patterns, thus, potentially transforming the present into a creative future. Accentuating the role of creativity in
design even more than other disciplines pushes one to underpin the understanding of creativity as a key role player in architecture.
Furthermore, by identifying the basic principles of our ingenuity/creativity, researchers might be able to enhance this ability in the
future. A key point in 'creativity' is the role of previously gained experiences, which cause expanding the inventory of experiences.
According to accepted definition in different disciplines, creativity is no more than new combinations of previous ideas. The paper
explores different effectual parameters correlated with creativity in architectural design including notion of conceptual blending,
improbabilist and impossibilist creativity, tolerance of ambiguity and its correlation with creativity and creativity aided tools and
interfaces. At the end, we suggest necessary experiments to obtain empirical results for some speculations that are discussed in the
paper. Also, practical approaches will be suggested to apply the results in pedagogy of architecture.
Biloria, N 2012, 'Interactive morphologies: An investigation into integrated nodal networks and embedded computation processes for developing real-time responsive spatial systems', Frontiers of Architectural Research, vol. 1, no. 3, pp. 259-271.View/Download from: UTS OPUS or Publisher's site
The design-research illustrated in this research article focus on the emerging field of interactive architecture focusing on developing real-time information exchanging architectural bodies. These interactive bodies demonstrate a fusion between the material, the electronic and the digital domains. This fusion is explicitly attained through a synergistic merger between the fields of ambient sensing, control systems, ubiquitous computing, architectural design, pneumatic systems and computation. The resultant spatial bodies are thus visualised as complex adaptive systems, continually engaged in activities of data-exchange resulting in physical and ambient adaptations of their constituting components in response to contextual variations. Interdependent nodal networks, where every node/junction of a spatial prototype becomes a potential information hub by means of its ability to collect, process and communicate contextual data apart from working as an actuated detail owing to its ability to kinetically re-position itself in three-dimensional space is thus a critical outcome of this inter-disciplinary way of working. A strategy apt for binding material logistics with the digital to materialize dynamic spatial behaviours owing to real time data exchange between the prototypes and their context is thus embarked upon via three research and design projects, namely: Electronic Media Augmented Spatial Skins, The InteractiveWall and the Muscle Re-configured.
Hakak, AM, Biloria, N & Rahimi, MR 2012, 'Implementing unconventional virtual environments for enhancing creativity in architecture pedagogy', International Journal of Virtual and Personal Learning Environments, vol. 3, pp. 41-52.View/Download from: UTS OPUS or Publisher's site
What can be extracted as a common definition amongst near 100 different definitions of crea-tivity according
to different disciplines is: Creativity is a new combination of what you have in your inventory of experiences
+ intuition. It can be considered that expanding the inventory of experiences can gradually help in novel
combination of experiences and intuition. To support and promote such an expansion, experiencing a virtual
environment (VE) with unconventional spatial characteristics offers to be an interesting case. VE's can help
in detaching one self from the real-world as regards the sense of time, matter and physical constraints, thus
enabling a designerto embody and expand into a new palette of inventory. The authorsthus hypothesize from
a cognitive point of view that extensiveness extensiveness of experience gained by surfing in unconventional
virtual environments can positively be re-lated to both creative performance (enhance interactivity, lateral
thinking, idea generation and creativity-supporting cognitive processes (retrieval of unconventional knowledge,
recruitment of ideas from unconfined virtual environment for creative idea expansion). The authors
also believe that creating a new perception of spatial environment as the first step of architecture pedagogy
can be of vital impetus in expanding the educator's ideas. As a practical suggestion the authors suggest
conducting praxis based workshops besides the main academic curriculum in which designers can design,
surf, play, manipulate unconventional virtual environment, totally free of any constrains in an immersive,
interactive virtual environment.
Biloria, N 2011, 'InfoMatters, a multi-agent systems approach for generating performative architectural formations', International Journal of Architectural Computing, vol. 9, pp. 205-222.View/Download from: UTS OPUS or Publisher's site
The research paper exemplifies upon a computationally intensive inter-disciplinary research driven design investigation into spatializing the relationship between digital information and physical matter. Focusing on the development of architectural scale urban inserts, the design-research work operates on the intersection of information technology, environmental design, architecture, and computer aided manufacturing domains. The research framework revolves around developing a seamless integration of the aforementioned disciplines in order to establish iterative simulation driven methodologies for generating bottom-up sustainable architectural formations. This is achieved by establishing parametrically driven relational linkages between differential data sets (environmental, social, topological, material etc), which formulate the context (both global and local) within which the proposed project has to be designed. A self-organizing multi-agent system based simulation methodology for generating resultant spatial formations, in time, based on the impacts of the parametric relationships between the aforementioned data sets is eventually embarked upon. This implies, understanding the site as a dynamic information field within which interdependent ecology of agents (representing typology of people, program, structure, speed, desired social interaction etc) with multi-level relational affinities amongst each other as well as the dynamic urban information field. The resultant self-organized multi-agent formations are iteratively mined for identifying logical three-dimensional structural patterns or subjected to programmatic and environmental need driven additional layer of structural simulation with pre-embedded material restraints. An optimized system of multi-performative components that not only populates but also serves as an integrated structural + skin system of the results obtained from the agent based simulations (based upon the degree of inclusion/exclusion of p...
Biloria, N & Sumini, V 2009, 'Performative building skin systems: a morphogenomic approach towards developing real-time adaptive building skin systems', International Journal of Architectural Computing, vol. 7, pp. 643-675.
OOSTERHUIS, K & BILORIA, N 2008, 'Interactions Makes an Interface Feel Organic?', Communications of the ACM, vol. 51, pp. 70-78.
Oosterhuis, K & Biloria, N 2008, 'Interactions with proactive architectural spaces: the muscle projects', Communications of the ACM, vol. 51, pp. 70-70.
Biloria, N 2007, 'Adaptive Corporate Environments'.
BILORIA, N 2007, 'Developing an Interactive Architectural Meta-System for Contemporary Corporate Environments : An investigation into aspects of creating responsive spatial systems for corporate offices incorporating rule based computation techniques'.View/Download from: UTS OPUS
Biloria, N, Oosterhuis, K & Aalbers, C 2006, 'DESIGN INFORMATICS:(A case based investigation into parametric design, scripting and CNC based manufacturing techniques)'.
Biloria, N & Oosterhuis, K 2005, 'Envisioning the RESPONSIVE milieu: An investigation into aspects of ambient intelligence, human machine symbiosis and ubiquitous computing for developing a generic real-time interactive spatial prototype'.
Biloria, N, Oosterhuis, K & Aalbers, C 2005, 'Design informatics', Smart Architecture: Integration of Digital and Building Technologies, pp. 226-235.
Biloria, N 2004, 'Developing Concept Prototypes for Electronic Media Augmented Spatial Skins-An Investigation Into Biotic Processes, Material Technologies and Embedded Computation for Developing Intelligent Systemic Networks'.
Biloria, N, 'Spatializing corporate dynamics'.
Biloria, NM & Dritsa, D 2019, 'Real-time interactive multimodal systems for physiological and emotional wellbeing' in Biloria, N (ed), Data Driven Multivalence in the Built Environment, Springer International Publishing, Switzerland, pp. 181-203.View/Download from: UTS OPUS or Publisher's site
There has been lately significant progress in the design of clinically assistive technologies for physiological and emotional wellbeing, driven by developments in Human Computer Interaction, Virtual Reality systems for rehabilitation and social interaction and Rehabilitation Robotics. The clinical, task-driven nature of such systems though often affects negatively the user acceptance of technology, resulting in lesser interactions with the user. At the same time, interactive environments which are not constructed for strictly medical applications, can also instigate interaction dialogues which generate physiological and emotional benefits for the user, while also incorporating a more playful dimension. As there is currently lack of communication channels between Clinically Assistive technologies and Socially Interactive Design Systems, the chapter attempts to merge these domains by identifying parameters related to physiological and emotional wellbeing that could inform the design of interactive systems for health and wellbeing at variable scales. These parameters are presented as a set of guidelines for Interaction design for healthcare and wellbeing, and the chapter elaborates on their practical application through three case studies: RoboZoo, Textrinium and Reflectego. All the presented case studies operate as public indoor or outdoor installations and have been tested in different contextual conditions, in Netherlands, Spain and France.
Biloria, NM, Reddy, P, Ariani, Y & Mehta, D 2019, 'Urban Wellbeing in the Contemporary City' in Biloria, N (ed), Data-Driven Multivalence in the Built Environment, Springer International Publisher, Switzerland, pp. 317-335.View/Download from: UTS OPUS or Publisher's site
The concept of well-being in the contemporary city refers to people's ability to live healthy, creative and fulfilling lives. In this chapter, the intent is to understand theoretical perspectives about well-being research, essentially objective and subjective health and well-being of individuals in modern urban society. The emphasis is given to 'non-medical' factors to determine the term by complex interactions between social, cultural, physical environments and individual behaviours. The chapter further indicates the tools and techniques adopted by researchers for measuring well-being emphasising the capability approach by Amartya Sen and Luc Boltanski's approach on critical capacity. As a conclusion, based on the views and measures, the chapter suggests that addition of citizen science methodologies have potential utility for bridging objective and subjective perspectives of health and well-being, and influencing urban planning and design.
Wilkinson, S, Ralph, P & Biloria, NM 2019, 'Algae Building: Is This the New Smart Sustainable Technology' in Biloria, N (ed), Data-Driven Multivalence in the Built Environment, Springer Nature, Switzerland, pp. 245-268.View/Download from: UTS OPUS or Publisher's site
Building energy use contributes around 40% of total greenhouse gas (GHG) emissions (UNEP 2009) and reducing building-related GHG emissions could mitigate global warming significantly. With a three degree increase in global temperature by 2100 predicted by the United Nations Intergovernmental Panel on Climate Change we need to explore ways to mitigate these impacts. An option for the built environment is to build and retrofit using innovative technologies to adopt onsite energy generation and reduce energy use (UNEP 2015). Increasing energy efficiency and using renewable energy are ways to reduce GHG emissions.
Technological innovations change over time, and innovations that start as expensive and inefficient can become economic and highly productive, solar energy is an example. In the mid 1800s the photovoltaic (PV) effect was discovered but it took a century to invent a suitable storage device, after which rapid innovation in efficiency and costs followed. Could the same happen for bio-energy? Global biomass energy production reached 88 GW in 2014 (Rosillo et al, 2016); and bio-energy is no longer a transition energy source. In 2013, a residential building in Hamburg Germany adopted algae, as a renewable energy source. Several questions arise; how does algae produce energy for buildings? And how much energy is produced? How does it compare to other renewable energy sources? Furthermore, which building types are suited to adoption of algae as an energy source? This chapter explores the feasibility of algae building technology explaining the technology and how it works; the strengths and weaknesses. Then the chapter sets out the drivers and barriers to adopting Algae Building Technology, and; to assesses opportunities across a range of building types.
Biloria, N 2017, 'Emergent Technologies and Design', Digital Design: The Quest for New Paradigms, 23nd eCAADe Conference Proceedings, Lisbon, September 21-24, 2005.
Biloria, N & Chang, JR 2016, 'Swarmscape: A Synergistic Approach Combining Swarm Simulations, Body Movement and Volumetric Projections to Generate Immersive Interactive Environments', Advances in Swarm Intelligence (LNCS), International Conference on Swarm Intelligence, Springer, Netherlands, pp. 142-153.View/Download from: Publisher's site
The paper illustrates a real-time interactive, fully immersive spatial installation titled Ambiguous Topology. The installation creatively combines dynamic movement of the human body and swarm intelligence driven generative geometry production techniques to drive volumetric projection systems. Speed, frequency and intensity of movement of human body are used as parameters for activating a swarm of volumetrically projected digital particles/agents in space in real-time. Evolving 3D topological nuances within which the participant navigates and in doing so triggers further evolution of these immersive topologies are thus materialized.
Biloria, N, Xia, X & Hommel, B 2014, 'From Film Studies to Interaction Design—An Emergent Aesthetics View', Brill Academic Publishers (Logos International Publishing Education Foundation), Leiden, Netherlands, pp. 114-128.View/Download from: UTS OPUS
The volume presents the results of the 1st International Conference on Aesthetics and the Embodied Mind.
Mostafavi, S, Yu, S & Biloria, NM 2014, 'Multi-scalar Agent-based complex design systems-The case of CECO (Climatic-Ecologies) studio: Informed generative design systems and performance-driven design workflows', Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA), Association for Computer-Aided Design in Architecture International Conference, DESIGN AGENCY, Los Angeles (USA), pp. 111-116.View/Download from: UTS OPUS
This paper illustrates the application of different types of complex systems for digital form finding and design decision making with underlying methodological and pedagogical aims to emphasize performance-driven design solutions via combining generative methods of complex systems with simulation techniques. The design research examples described in the paper are undertaken within the design studio titled CECO or Climatic-Ecologies, conducted at Hyperbody, TU Delft. The computational models explored within the studio include generative systems such as multi-agent system, cellular automata, recursive systems and L-system. The case studies presented in this paper show the early stages of the design development and the use of agent-based system at both macro, urban, scale to micro, architectural and structural scales, while considering environmental and local site conditions
Psyllidis, A & Biloria, N 2014, 'OntoPolis©: A Semantic Participatory Platform for Performance Assessment and Augmentation of Urban Environments', Intelligent Environments (IE), 2014 International Conference on, International Conference on Intelligent Environments, IEEE, Shanghai, China, pp. 140-147.View/Download from: UTS OPUS or Publisher's site
The proliferation of sensor and actuator networks in the urban environment is directly associated with an increasing volume of data, relating to various aspects of the city. Synchronously, the heterogeneity of data formats, sensory observations, measuring capabilities and accompanying contextual information is substantially growing. Aggregating immense amounts of data feeds from different networks is not necessarily sufficient for providing a better understanding about the processes taking place in the city. Instead, it is essential to extract knowledge patterns that are correlated and integrated in meaningful stories about the urban environment. In light of this new dimension of reality, the OntoPolis© project proposes an open participatory platform with the aim of allowing citizens and policy makers to assess key performance indicators (KPIs), pertinent to environmental conditions, energy consumption and mobility issues. To achieve this, the system links Semantic Web technologies and standard data encodings with diverse sensor networks that employ both technical devices and human agents. By embodying such methods in the urban design process, the project seeks to break new ground in the emerging fields of data-driven urbanism and urban informatics, towards the development of intelligent city environments. This paper introduces the conceptual and technical underpinnings of OntoPolis©, exemplifying the environmental-indicators case scenario.
Biloria, N & Chang, J-R 2013, 'Hyper-Morphology', eCAADe 2013, pp. 529-529.
Mostafavi, S, Morales Beltran, MG & Biloria, NM 2013, 'Performance Driven Design and Design Information Exchange: Establishing a computational design methodology for parametric and performance-driven design of structures via topology optimization for rough structurally informed design models', eCAADe 2013: Computation and Performance : Proceedings of the 31st International Conference on Education and research in Computer Aided Architectural Design, Education and Research in Computer Aided Architectural Design in Europe, eCAADe (Education and research in Computer Aided Architectural Design in Europe), Delft, The Netherlands, pp. 117-126.View/Download from: UTS OPUS
This paper presents a performance driven computational design methodology through introducing a case on parametric structural design. The paper describes the process of design technology development and frames a design methodology through which engineering, -in this case structural- aspects of architectural design could become more understandable, traceable and implementable by designers for dynamic and valid performance measurements and estimations. The research further embeds and customizes the process of topology optimization for specific design problems, in this case applied to the design of truss structures, for testing how the discretized results of Finite Elements Analysis in topology optimization can become the inputs for designing optimal trussed beams or cantilevers alternatives. The procedures of design information exchange between generative, simulative and evaluative modules for approaching the above mentioned engineering and design deliverables are developed and discussed in this paper.
Psyllidis, A & Biloria, NM 2013, 'The adaptive city: A socio-technical interaction-driven approach towards urban systems', Subtle rEvolutions: Proceedings of the 2nd International Hybrid City Conference, Athens, Greece, 23-25 May 2013, International Hybrid City Conference, TU Delft, Athens, Greece.View/Download from: UTS OPUS
This paper aims at establishing an associative relation between pervasive digital technologies, the physicality of the urban fabric and its inhabitants. It introduces a methodological framework for the development of an interactive urban system, installed within urban open public spaces, in the form of a hybrid interface that can serve as an interactive platform for both citizens and local planning authorities. This particular system apart from harnessing and visualizing real-time diverse quantifiable data, derived from everyday urban activities, aims to further provide the inhabitants with an agency via a continuous feedback loop processes to, ultimately, influence the physical and behavioural patterns of the city. In other words, the platform does not only imply interaction at an information exchange level, but rather aims to provoke a complex variety of inter-relations between the social and the technological via real-time spatial adaptation and spatial customization possibilities. The proposal focuses towards a system that is perceived as an integral part of the urban environment and less on the development of a specialized application or website platform that only overlays an additional virtual layer to the already existing ones in contemporary cities. Lastly, the paper deploys a set of critical issues that need to be taken into account regarding the evaluation of such systems in practice.
Psyllidis, A & Biloria, NM 2013, 'Urban media geographies: Interfacing ubiquitous computing with the physicality of urban space', Proceedings Media City 4" Mediacities": International Conference, Workshops and Exhibition, University at Buffalo, The State University of New York, 3-5-May 2013, MediaCities Conference, University at Buffalo, State University of New York.View/Download from: UTS OPUS
This paper aims at establishing an associative relation between the proliferating digital technologies, the physical context of the urban fabric, its inhabitants and the multiplicity of their activities as an emergent phenomenon of contemporary urbanity. It introduces a methodological framework for the development of an interactive urban system, installed within urban open public spaces, in the form of a hybrid interface that can serve as a platform designated for both citizens and municipal planning authorities. This particular system harnesses and analyzes real-time, quantifiable traces of diverse everyday urban activities and subsequently feeds this analyzed information back in a looped manner to citizens via the proposed public interfaces. Subsequently they can observe, interact and declare their own activity-driven, customized spatial and infrastructural usage and transformation alternatives. In other words, the platform does not only imply interaction at an information exchange level, but rather aims to provoke a complex variety of inter-relations between the social and the technological via real-time spatial adaptation and customization possibilities. The proposal focuses towards a system that is perceived as an integral part of the urban environment and less on the development of a specialized application or website platform that only overlays an additional virtual layer to the already existing ones in the contemporary cities. By devising such a socio-technical interaction-driven approach towards urbanism, our proposal intends to deploy a trans-scalar understanding of the emergent relations between people, space and ambient technologies that can, further, enrich the urban pluralities within the twenty-first century city.
Biloria, N & Chang, J-R 2012, 'Hypercell: A bio-inspired information design framework for real-time adaptive spatial components', Digital Physicality: Proceedings of the 30th eCAADe Conference, Education and Research in Computer Aided Architectural Design in Europe, eCAADe, Prague, Czech Republic, pp. 573-579.View/Download from: UTS OPUS
Contemporary explorations within the evolutionary computational domain have been heavily instrumental in exploring biological processes of adaptation, growth and mutation. On the other hand a plethora of designers owing to the increasing sophistication in computer aided design software are equally enthused by the formal aspects of biological organisms and are thus meticulously involved in form driven design developments. This focus on top-down appearance and surface condition based design development under the banner of organic architecture in essence contributes to the growing misuse of bio-inspired design and the inherent meaning associated with the terminology. HyperCell, a bio-inspired information design framework for real-time adaptive spatial components, is an ongoing research, at Hyperbody, TU Delft, which focuses on extrapolating bottom-up generative design and real-time interaction based adaptive spatial re-use logics by understanding processes of adaptation, multi-performance and self sustenance in natural systems. Evolutionary developmental biology is considered as a theoretical basis for this research
Hakak, A & Biloria, N 2011, 'New perception of virtual environments, Enhancement of creativity: Increasing dimension of design starting point', Respecting Fragile Places: Proceedings of the 29th Conference on Education in Computer Aided Architectural Design in Europe, Respecting Fragile Places: 29th Education in Computer Aided Architectural Design in Europe Conference (eCAADe), Ljubljana.View/Download from: UTS OPUS
Biloria, N 2010, 'Interactive environments: a multi-disciplinary approach towards developing real-time performative spaces', International Conference on Entertainment Computing, Springer Berlin Heidelberg, pp. 254-261.
Biloria, N 2009, 'Adaptive Building Skin Systems: A Morphogenomic Framework for Developing Real-Time interactive Building Skin Systems', Future Computing, Service Computation, Cognitive, Adaptive, Content, Patterns, 2009. COMPUTATIONWORLD'09. Computation World:, IEEE, pp. 119-125.
Vertegaal, R, Ishii, H, Poupyrev, I, Kodama, S, Biloria, N, Maes, P, Goldstein, S & Rekimoto, J 2009, 'Eek! a mouse! organic user interfaces: Tangible, transitive materials and programmable reality', Conference on Human Factors in Computing Systems - Proceedings, pp. 3313-3316.View/Download from: Publisher's site
In this panel, we explore the role emerging transitive materials, like flexible thin-film displays, multi-touch input skins, e-textiles, micro-actuators and Claytronics might play in re-defining the human interface towards a programmable form of reality. Panelist will extrapolate historical trends from Tangibles to new developments in organic user interfaces, trying to identify a future in which interfaces will no longer be predominantly flat, but instead have any possible shape or form: from skins that are foldable, flexible and physical to three-dimensional products that are fully kinetic.
Biloria, N 2008, 'Real-time Interactive Corporate Environments', Systems research in the arts and humanities: symposium proceedings, volume II: on interaction/interactivity in music, design, visual and performative arts: with research conversations on: I performance: space..., International Institute for Advanced Studies in Systems Research and Cybernetics, pp. 121-121.
Biloria, N 2007, 'Spatializing real time interactive environments', Proceedings of the 1st international conference on Tangible and embedded interaction, ACM, pp. 215-222.
Goodman, J, Humphrys, E, Newman, F, da Rimini, F, Thomas, L, Biloria, NM & pakdel, P UTS Climate Justice Centre 2019, Heat Stress and On-Demand Work: The Experience of Food Delivery and Courier Cyclists, pp. 1-5, Submission to the Inquiry into the Victorian On-Demand Workforce.View/Download from: UTS OPUS
Biloria, N 2008, 'Morphogenomic Urban and Architectural Systems An Investigation into Informatics Oriented Evolution of Form: The Case of the A2 Highway', Minneapolis, ACADIA.
Biloria, N 2007, 'Adaptive corporate environments: Creating real-time interactive spatial systems for corporate offices incorporating computation techniques'.