Modular cultural centre composed of reconfigurable structural units

04 / FEATURED PROJECT

Modular Construction Machine System

PERSONAL PROJECT | 2020.10-2021.09 | UCL BARTLETT SCHOOL OF ARCHITECTURE RESEARCH CLUSTER 2

RC TUTORS: VALENTINA SOANA, GEORGIA KOLOKOUDIAI、ELAHE ARAB、BARIŞ ERDINÇER、YIFEI JIA

Project story

I / PROJECT OVERVIEW

From static buildings
to reconfigurable
architectural machines.

01. Theoretical basis

01. Theoretical basis

Theoretical references for adaptable and reconfigurable architecture

The project starts from a lineage of adaptable architecture: Cedric Price's Fun Palace proposes a kit-of-parts building that can respond to changing user needs; Piano and Rogers' Centre Pompidou treats architecture as an evolving spatial diagram rather than a closed monument; Price's Generator introduces cybernetic control into a grid system capable of producing programs from user needs and machine decisions; and The Shed frames the building as a tool that can support future cross-disciplinary art production.

Together, these references shift architecture from a fixed object toward an adjustable system. For the modular construction robot, the theoretical basis is not only formal flexibility, but the possibility of using mechanical control, modular components and user-responsive rules to keep space open to continuous reconfiguration.

02. Research purpose

Comparison between the linear life cycle of conventional architecture and a continuous living architecture life cycle
Conventional architecture / linear and finite Living architecture / adaptive and continuous

Conventional buildings are conceived as fixed outcomes. When programmes, patterns of use or spatial expectations change, adaptation typically depends on refurbishment, demolition and reconstruction—processes that consume time, capital and material resources.

This research asks whether architecture can operate as a continuing system rather than a one-off artefact. Through modular construction and autonomous robotic reconfiguration, the system explores a cultural centre able to reorganise its spatial framework in response to changing programmes and user feedback.

II. Mechanical Design

From single locomotion
to collaborative
construction tasks.

01. Behavior design 1: Movement

Three-degree-of-freedom movement mechanism and sequenced movement path for the modular construction robot

Movement research begins with a simple requirement: reorganise modular architectural parts with the fewest necessary actuations. The unit is derived from precedent work on small construction robots, but is redesigned around modularity and robot-to-robot collaboration rather than a single universal machine.

The system combines robots with different actuator counts and degrees of freedom. For simple locomotion, one robot can move independently across the structural grid; for more complex assembly tasks, multiple units can cooperate, assigning only the required actuators to each operation. This keeps the platform lighter, faster and easier to scale.

Physical prototype at the start of a movement test Physical prototype transferring between two support points Physical prototype re-locking after completing the movement

02. Behavior design 2: Grabbing

Grabbing mechanism sequence for transferring modular voxels through the structural grid

The grabbing behaviour extends the movement unit from locomotion to material rearrangement. With three degrees of freedom and a locking interface, the robot can climb across modular voxels, then grip, release and reposition them within the structural grid.

This allows the system to move components horizontally, vertically and diagonally rather than treating the grid as a fixed scaffold. In a multi-robot setup, grabbing becomes the operation that turns individual movement into collective construction and spatial reconfiguration.

Physical prototype engaging with a modular voxel Physical prototype lifting a modular voxel Physical prototype transferring a modular voxel

03. Prototype design

Fusion 360 loading setup for a lightweight robotic body structure

The robotic body is designed as a lightweight generative structure rather than a solid mechanical shell. Its aim is to carry higher loads while reducing mass and volume, leaving enough internal space for motors, joints and assembly interfaces.

Fusion 360 was used to test the body under different loading conditions. A simple rectangular starting volume was constrained with fixed joints that represent bolt connections, while reserved obstacle spaces protected the motor zones. Loads based on the voxel scale and material assumptions were then applied to the joint positions.

The stress results were exported as mesh data and used as the main reference for redesigning the robot body. This process translated structural performance into a lighter frame with openings, reinforced paths and integrated motor connections.

Structural optimisation results and final lightweight robotic body design

04. Design iteration

Four physical prototype iterations testing robotic arm length, material stiffness and connection logic

The robotic arm was developed through several rounds of physical iteration, responding to the functional requirements of movement and grabbing as well as hardware constraints such as servo power, structural weight and the behaviour of 3D-printed materials.

Each prototype adjusted the span, body length, joint arrangement and material strategy. The iteration process gradually reduced unnecessary mass, improved the relationship between actuator capacity and structural reach, and clarified how the robot should attach to modular building units.

05. Design details

Control system diagram and exploded assembly details of the modular construction robot

The robotic system is assembled from two generatively designed and 3D-printed body segments, two locking feet with electronic magnets, and three Dynamixel AX-12A motors. The mechanical layout keeps the actuator modules, locking interfaces and structural body readable as replaceable parts.

Unity is used as the control interface for collecting input data, simulating robotic movement and sending motion signals to the Raspberry Pi. Raspberry Pi and U2D2 act as signal converters, allowing the three motors to receive rotation commands. The electric magnets in the locking feet are controlled independently so the robot can attach to, release and reposition voxels.

OptiTrack provides external position tracking for the robot and surrounding voxels, feeding spatial information back into Unity. Machine learning is introduced as an additional feedback layer for analysing robotic behaviour and improving movement strategies over time.

06. Structural unit design

Development process of the modular structural unit from solid cross joint to hollow connector

The structural unit was also refined through several iterations so it could work with the robot's movement path and load capacity. The early solid cross-shaped joint was developed into a lighter hollow connector with open ends, bolt holes and clearer interfaces for robotic locking.

The final unit keeps the six-directional connection logic of a voxel grid while introducing assembly details that support repeated attachment, release and replacement. When aggregated, the units form a structural field that can be climbed, reconfigured and extended by the robotic arm.

Aggregation test showing structural units forming a reconfigurable voxel field for the robot

III. Physical Build

From direct control
to sensor-driven
embodied interaction.

01. Operation Mode I: Gesture Recognition

Gesture-recognition control chain connecting the sensor, Arduino, OLED feedback, U2D2 interface and robotic agent

To evaluate how the construction robot could be operated beyond conventional controllers, the prototype was connected to a gesture-recognition sensor. Hand movements are interpreted by an Arduino Uno, displayed on an OLED screen, relayed through a U2D2 interface and translated into joint commands for the robotic agent.

The test demonstrates an intuitive, embodied control method: raising a hand triggers the corresponding arm to lift. Gesture input makes the robot easier to understand and more engaging to operate, but the prototype also revealed latency and occasional recognition errors. These limitations informed the later comparison of more reliable control modes.

Three-step sequence showing a hand gesture, sensor recognition and the robotic arm lifting

02. Operation Mode II: Remote Control

Arduino joystick control chain connecting the analogue joystick, Arduino Uno, U2D2 interface and robotic agent

To reduce recognition uncertainty, the second prototype replaces gestural input with an analogue joystick connected through Arduino Uno. Axis values provide continuous directional commands, which Arduino translates and relays through the U2D2 interface to the robot's Dynamixel actuators.

The joystick provides more predictable, fine-grained control than gesture sensing and makes repeated motion tests easier to reproduce. However, the signal path introduces several intermediate devices and a redundant connection hierarchy. The accompanying hardware also exposed insufficient electromagnet output, limiting the robot's ability to hold structural units securely.

Three-step joystick input sequence showing the robotic arm lifting in response

03. Operation Mode III: Game Controller

Game-controller input chain connecting programmed controls, relay board, electromagnet, U2D2 interface and robotic agent

The final control configuration connects a game controller directly to the Raspberry Pi, removing the Arduino layer and simplifying the input pipeline. Multiple buttons and analogue sticks can be mapped to pre-programmed motion sequences, joint control and electromagnet switching within a single handheld interface.

This configuration combines reliable command input with a more familiar and engaging interaction. Its expanded button set supports a larger library of programmed behaviours while the shorter hardware chain improves setup efficiency and reduces connection failure points. The controller was therefore selected as the primary interface for subsequent physical demonstrations.

Game-controller sequence showing electromagnet activation and robotic arm movement mapped to separate controls

04. Live-action Video

After several coordinated hardware and software iterations, the final prototype achieved stable physical operation. The live demonstration documents the robot's response and movement within the assembled test environment, confirming that its mechanical body, actuation, power supply and control logic can operate as an integrated system.

IV. Spatial Composition Research

From modular units
to adaptive
spatial fields.

01. Modular research

Diagram showing an initial tile, base component and voxelized tile assembly

Each structural unit works like a spatial pixel. By connecting these units into a voxel grid, the system can translate small-scale component logic into larger architectural envelopes, walls, openings and interior voids.

Digital simulation is used to test how repeated units generate different spatial effects. Instead of designing a single fixed form, the project treats form as an editable field that can be reorganised through rules, feedback and robotic assembly.

02. Structural unit variations

System of structural unit variations with different enclosure, material and connection strategies

The structural unit can be developed into multiple variants by changing material, enclosure and connection details. Solid, hollow, timber and transparent versions respond to different degrees of privacy, light transmission, structural expression and environmental demand.

These variations keep the same connection logic, allowing different unit types to coexist within one assembly system. The building can therefore shift between open framework, enclosed room, translucent boundary and inhabitable furniture without abandoning its modular construction rule.

03. Spatial form design

Matrix of spatial form studies generated from modular aggregation rules

Future spatial generation can combine multiple algorithmic layers, such as spatial syntax, cellular automata and Conway's Game of Life. Designers can input site conditions, programme requirements and user feedback as constraints, allowing the system to search for architectural configurations rather than manually fixing one final model.

The resulting forms show the cultural centre as a continuously editable structure. Floors, walls and openings can be redistributed according to changing activities, while the robotic system provides a physical pathway for turning computational proposals into built reconfiguration.

Selected spatial proposals for the modular cultural centre