CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 101 to 120 of 537

_id caadria2011_071
id caadria2011_071
authors Huang, Weixin; Weiguo Xu and Tao Wang
year 2011
title Structural form generation using interactive genetic algorithm
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 751-760
summary Structural form design could be considered as a bi-objective problem which should satisfy both the efficiency criterion of structural engineering and the aesthetic criteria of architects. This research tries to introduce Interactive Genetic Algorithm (IGA) in the problem of structural form design. It combines the structural analysis performed by computer and aesthetic evaluation by architects into a bi-objective IGA process, in order to generate structural forms which are preferred by the architects and at the same time structurally optimal. In this research, the structure generated consists of two kinds of members, truss and beam. Generation and evolution of structure is based on a triangular element composed of several members. Through experiment of the IGA structural form design system, it is found the structure forms are optimized as the evolutionary process proceeds, and the aesthetic preference of architect is also transferred from generation to generation. It is also revealed that the two criteria have mutual restrictions, which resulted in compromised results.
keywords Bi-objective optimization; structural form; interactive genetic algorithm; subjective evaluation
series CAADRIA
email huangwx@mail.tsinghua.edu.cn
last changed 2012/05/30 19:29

_id ecaade2011_146
id ecaade2011_146
authors Hunter, Moira; Chase, Scott; Kligerman, Bradley; Zupancic, Tadeja
year 2011
title ARCHI21: Architectural and Design based Education and Practice through Content & Language Integrated Learning using Immersive Virtual Environments for 21st Century Skills
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.725-733
wos WOS:000335665500084
summary This paper offers insights into innovative practice being undertaken in higher architectural and design education, where both language and content teaching and learning are integrated as interwoven parts with joint curricular roles. Using Expansive Learning Theory as an analytical framework to examine potential tensions and contradictions arising from the educational approach of Content and Language Integrated Learning, reference is made to three very recent pilot studies of the EU funded project, ARCHI21. The experiential learning in these studies adopted a blended approach, where classical face-to-face learning-teaching scenarios were supported by immersive 3D virtual environments together with social networking media and Web 2.0 tools. This paper uses these pilot studies to speculate on aspects of fragility and offers reflection on future project activity.
keywords Architecture; education; Content and Language Integrated Learning; 3D immersive environments; Second Life
series eCAADe
email moira.hunter@paris-malaquais.archi.fr
last changed 2016/05/16 09:08

_id caadria2011_045
id caadria2011_045
authors Indraprastha, Aswin and Michihiko Shinozaki
year 2011
title Computational method for mapping quality of architectural space
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 473-482
summary The key aim of this paper is to develop a computational method for mapping architectural space used for visual openness analysis. We suggest that the result will offer possibilities for quantitative design analysis particularly on spatial quality influenced by architectural elements. The proposed method consists of two stages: determination of subdivided enclosed spaces and measuring quality using visual openness parameters on each subdivided enclosed space. We advise new approach to determine subdivided enclosed spaces on architectural plan by determining two factors: bounded space and circulation space. Computational procedures applied to analyse architectural plan and then determine map of subdivided enclosed space by analysing relationship of these two factors. The concept underlying this method is that architectural space is composed of subdivided enclosed spaces, which each of them have distinct physical properties and therefore become possible to develop mapping of evaluation regarding the quality of architectural space. Our finding on orthogonal architectural plan provides ranking index of subdivided enclosed spaces that could help for analysing spatial quality of architectural space.
keywords Architectural space; subdivided enclose space; quality mapping; computational method
series CAADRIA
email m608503@sic.shibaura-it.ac.jp
last changed 2012/05/30 19:29

_id acadia11_372
id acadia11_372
authors James, Anne; Nagasaka, Dai
year 2011
title Integrative Design Strategies for Multimedia in Architecture
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 372-379
summary Multidisciplinary efforts that have shaped the current integration of multimedia into architectural spaces have primarily been conducted by collaborative efforts among art, engineering, interaction design, informatics and software programming. These collaborations have focused on the complexities of designing for applications of multimedia in specific real world contexts. Outside a small but growing number of researchers and practitioners, architects have been largely absent from these efforts. This has resulted in projects that deal primarily with developing technologies augmenting existing architectural environments. (Greenfield and Shepard 2007)This paper examines the potential of multimedia and architecture integration to create new possibilities for architectural space. Established practices of constructing architecture suggest creating space by conventional architectural means. On the other hand, multimedia influences and their effect on the tectonics, topos and typos (Frampton 2001) of an architectural space (‘multimedia effects matrix’) suggest new modes of shaping space. It is proposed that correlations exist between those two that could inform unified design strategies. Case study analyses were conducted examining five works of interactive spaces and multimedia installation artworks, selected from an initial larger study of 25 works. Each case study investigated the means of shaping space employed, according to both conventional architectural practices and the principles of multimedia influence (in reference to the ‘multimedia effects matrix’) (James and Nagasaka 2010, 278-285). Findings from the case studies suggest strong correlations between the two approaches to spatial construction. To indicate these correlations, this paper presents five speculative integrative design strategies derived from the case studies, intended to inform future architectural design practice.
series ACADIA
type normal paper
email annejames.07@gmail.com
last changed 2011/10/06 04:05

_id ecaade2011_073
id ecaade2011_073
authors Janssen, Patrick; Basol, Cihat; Chen, Kian Wee
year 2011
title Evolutionary Developmental Design for Non-Programmers
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.245-252
wos WOS:000335665500027
summary Evolutionary developmental design (Evo-Devo-Design) is a design method that combines complex developmental techniques with an evolutionary optimisation techniques. In order to use such methods, the problem specific developmental and evaluation procedures typically need to be define using some kind of textual programming language. This paper reports on an alternative approach, in which designers can use Visual Dataflow Modelling (VDM) instead of textual programming. This research described how Evo-Devo-Design problems can defined using the VDM approach, and how they can subsequently be run using a Distributed Execution Environment (called Dexen) on multiple computers in parallel. A case study is presented, where the Evo-Devo-Design method is used to evolve designs for a house, optimised for daylight, energy consumption, and privacy.
keywords Evolutionary; developmental; design; performance; optimisation
series eCAADe
email patrick@janssen.name
last changed 2016/05/16 09:08

_id ecaade2011_074
id ecaade2011_074
authors Janssen, Patrick; Chen, Kian Wee; Basol, Cihat
year 2011
title Iterative Virtual Prototyping: Performance Based Design Exploration
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.253-260
wos WOS:000335665500028
summary This paper proposes a digitally enhanced type of performance driven design method. In order to demonstrate this method, a design environment is presented that links the SideFx Houdini modelling and animation program to the Radiance and EnergyPlus simulation programs. This environment allows designers to explore large numbers of design variants using a partially automated iterative process of design development, design evaluation, and design feedback.
keywords Performance; iterative; prototyping; Radiance; EnergyPlus
series eCAADe
email patrick@janssen.name
last changed 2016/05/16 09:08

_id ecaade2012_113
id ecaade2012_113
authors Jutraz, Anja ; Zupancic, Tadeja
year 2012
title Digital system of tools for public participation and education in urban design: Exploring 3D ICC
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 383-392
wos WOS:000330322400039
summary This article is a starting point for the development of experiential urban co-design interfaces to enhance public participation in local urban projects and to be also used as a communication and collaboration tool in urban design. It is based on the previous research involving 3D city models utilized as understandable design interfaces for the non-technical public (Jutraz, Zupancic, 2011), where we have already explored different views (pedestrian, intermediate and bird’s-eye view), as well as the means by which the information obtained from these different views may be combined by shifting between viewpoints. Previous work was conducted in the “street lab” as well as the Urban Experimental Lab, which was developed specifi cally for the public’s participation in urban planning (Voigt, Kieferle, Wössner, 2009). Presented in this article is the next step that explores the immersive collaboration environment 3D ICC [1], formerly known as Teleplace. The environment was developed for effi cient collaboration and remote communication and shifts the research focus towards questions regarding how to employ both labs as interfaces between the non-technical public and design professionals. As we are facing the lack of digital systems for public participation and education in urban design, different digital tools for communication and collaboration should be combined into a new holistic platform for design. A digital system of tools needs to be developed that supports the urban design decision-making process and focuses on improved final solutions and increased satisfaction amongst all participants. In this article the system of digital tools for public participation, which include communication, collaboration and education, will be also defi ned, with its basic characteristics and its elements.
keywords Digital system of tools; collaboration; 3D model; public participation; urban design
series eCAADe
email anja.jutraz@fa.uni-lj.si
last changed 2014/04/14 11:07

_id ecaade2012_046
id ecaade2012_046
authors Juvancic, Matevz ; Zupancic, Tadeja
year 2012
title Evaluation system for Content and Language Integrated Learning in Architecture Using Immersive Environments
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 115-123
wos WOS:000330322400011
summary Based on the experience from EU project ARCHI21 (Hunter et al, 2011) and long-term commitment to research of architectural presentations and educational approaches to expert and non-expert public (i.e. Juvancic, Mullins & Zupancic, 2012), the paper aims to clarify the terms used in CLIL-architecture context, identify the variables that have, in practice so far, proven to infl uence the learning outcome and learning experience both in architectural and language sense, and systematize the findings into the useful system. The result can be envisioned as the potential ‘ladder of the CLIL & architecture integration‘. The system would be of help to anyone trying to integrate language learning at different stages of architectural education, pointing out the required fundamentals, predicting the possible learning outcomes or benchmarking them after the experience. The basic terms/variables divided into three major infl uencing groups - competence, work environment and course settings - are described first, proceeded with the scheme connecting them into the system and two actual examples ‘run’ through the matrix for illustrative purposes. The paper also looks specifi cally into the use of different immersive environments and digital communication tools for teaching the architecture/design–other language combination and adapts the system to this segment, while also briefly comments on learners and teachers responses to CLIL-architecture integration.
keywords Architecture; immersive environments; CLIL; evaluation; teaching; Archi21
series eCAADe
email matevz.juvancic@fa.uni-lj.si
last changed 2014/04/14 11:07

_id eaea2009_kardos_plachtinska
id eaea2009_kardos_plachtinska
authors Kardos, Peter; Petra Plachtinska
year 2011
title Spatial Experience in Real & Virtual Environment as an Urban Design Tool
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 59-64
summary The innovations of information technologies and the new possibilities of multimedia exploitation in the realm of architectural design and education are supporting the development of image communication methods on the basis of interactivity. The creative process of searching and decision-making in the urban design studio of our Faculty is supported by spatial modeling methods. The draft is sketched in modeling material on a working model. From the didactic point of view, relevant are mainly those phases, in which is possible, in the imaginative way, to support the searching and decision making process with the aim to test, compare and continuously evaluate the fulfillment of the hypothetic intentions of the solution responsibilities. The model becomes an interactive medium of cooperation between teacher and the working group of students. From the view of design crystallization, the dominant phases, in the creative process, are examining, verification, and simulation. The alternatives of material-compositional content and the spatial performance charts of modeled physical structure are verifying and the visual experience of the anticipated urban environment is simulated by the author, but also through the future client’s eyes. The alternation of the composition’s spatial configurations is generally appreciated by the static visual verification in the endoscopic horizon like the architectural spatial studies. The effective method of the progress generates a creative atmosphere for the generative thinking and design. The laboratory simulation of spatial experiences and their evaluation is performed following the perception psychology relations. The simulation of digestion of the new spatial reality intervenes the customer’s identification and guides to subjective approaches towards the quality and complexity of the formed environment. The simulation is performed in motion in order to be able to anticipate the dynamic continuity of subjective spatial imagination. The induced atmosphere will direct the evaluational attitudes of authors on comparison and selection of the successful alternatives. In our fee, we will present the demonstrations of selected static and dynamic notations of image sequences prepared in our laboratory. The presentations have been created in order to analyze, verify and offer imaginative support to creative findings in result of fulfilling the studio design tasks in the educational process. The main one is the design of urban spatial structures. The laboratory methodology is in the first place oriented on the analogue-digital procedures of "endoscope" model simulation. At the same time it also explores and looks for new unconventional forms of visual communication or archiving as imagination support to specialist and laymen participants in creative, valorization and approval processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 07:45

_id cf2011_p141
id cf2011_p141
authors Khan,Mohammad Ashraf; Dong Andy
year 2011
title Using Geo-Located Augmented Reality for Community Evaluation
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 701-720.
summary Conventional practices of two-dimensional representation of three-dimensional objects remain an impediment to end-user engagement in participatory urban design. An alternative is to harness geo-located augmented reality (GAR) technology to embed life-sized virtual three-dimensional images at the actual site of proposed interventions. This format offers closest to real-life visualizations for end-users, enabling them to firstly comprehend and then express feelings concerning future proposals. This paper presents an iPhone web-app that capitalizes on the Layar browser’s GAR interface to tip the economies of scale in favor of intimately attached users of public space, rather than often remotely detached clients and their commissioned designers. Walk-around virtual images of public space designs can be viewed and commented via iPhones by the public. It further allows users to display their own ideas as alternatives, thus in effect serving as an instrument for advancement of CAAD-enabled participative environmental design in general and the idea of reclamation of authorship of public space in particular. This paper briefly describes the development of a prototype, including its preliminary evaluation, and then highlights a study to determine the 3D rendering performance parameters of GAR technology, as the core component of the idea. The paper concludes with a discussion of future implications.
keywords Participative Environmental Design, Collaborative Architectural Design, CAAD, IPhone, End-User Engagement
series CAAD Futures
email mkha4088@uni.sydney.edu.au
last changed 2012/02/11 18:21

_id acadia11_334
id acadia11_334
authors Khoo, Chin Koi; Burry, Jane; Burry, Mark
year 2011
title Soft Responsive Kinetic System: An Elastic Transformable Architectural Skin for Climatic and Visual Control
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 334-341
summary Most designers of dynamic building skins that reconfigure themselves in changing conditions have utilised mechanical systems. However, when designing for dynamic responsiveness, these systems often involve intricate and high-tech mechanistic joints, actuators and control. This research investigates the possibility of the ‘soft’ form-changing material systems to minimise the use of ‘hard’ mechanical components for kinetic responsive architectural skins. The research goal is to develop a prototype system that can be used to retrofit an existing building with an application of a ‘second skin’ that performs well in various climate conditions and is visually compelling. This approach is tested by the prototype, namely “Curtain”. It serves two fundamental purposes: Comfort and Cosmetic, to improve the existing interior and exterior spatial conditions. As an early proposition, the significance of this research offers a practical method for realising a ‘soft’ transformable architectural skin that synthesises passive cooling, manipulates sunlight and is set as an active shading device. Parametric design is used to explore and simulate these climatic and visual design constraints.
series ACADIA
type normal paper
email mosphosis@hotmail.com
last changed 2011/10/06 04:05

_id ecaade2011_128
id ecaade2011_128
authors Kim, Yoonhyun; Park, Sangjin; Park, Jieun; Kim, Sunjoong; Lee, Jihyun
year 2011
title Home suggestion service in real estate searching system: Using ontology and case-based reasoning
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.605-614
wos WOS:000335665500070
summary Real estate search system currently supports users’ search for sale and consumption. However, the quality of the search results is unsatisfactory in most cases. This is due to the lack of system capacity to accurately understand and process all-different userpreferences. Therefore, this study aims to solve the said issue by newly constructing real estate information via “Case-based Reasoning” and “Ontology.” We conducted research on the terminology related to real estate search that could be seen in a number of Q&A communities. Based on the work, a hierarchical structure of the concepts was reorganized. In addition, a real estate search system was developed to authenticate its effectiveness while dealing with several exemplary cases.
keywords CaseBaseReasoning; Ontology; Information modeling; Service design; Knowledge acquisition
series eCAADe
email kimyoonhyun@kaist.ac.kr
last changed 2016/05/16 09:08

_id acadia11_278
id acadia11_278
authors Kobayashi, Yoshihiro
year 2011
title Irregular Vertex Editing and Pattern Design on Mesh
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 278-283
summary This paper introduces an innovative computational design tool used to edit architectural geometry by addressing the problem of irregular vertices. An irregular vertex is a special kind of vertex which is connected with fewer or greater less or more edges than regular vertices on a mesh object. Irregular vertices create problems with further surface rationalization, as well as structural analysis and constructability of the surface. Geometry created using other tools can also be remeshed upon import. Using the developed tool, the user is able to identify irregular vertices, interactively change the type, and then move or remove these irregular vertices. Additionally, a computational tool to make various design patterns on the mesh after the topology has been edited is also developed. The workflow is illustrated step by step in the pipeline. The advantages and disadvantages of editing mesh topology on architectural geometry design including the limitations are discussed at the end.
series ACADIA
type normal paper
email ykobaya@asu.edu
last changed 2011/10/06 04:05

_id ijac20119405
id ijac20119405
authors Koi Khoo, Chin; Flora Salim and Jane Burry
year 2011
title Designing Architectural Morphing Skins with Elastic Modular Systems
source International Journal of Architectural Computing vol. 9 - no. 4, 379-419
summary This paper discusses the issues of designing architectural skins that can be physically morphed to adapt to changing needs.To achieve this architectural vision, designers have focused on developing mechanical joints, components, and systems for actuation and kinetic transformation. However, the unexplored approach of using lightweight elastic form-changing materials provides an opportunity for designing responsive architectural skins and skeletons with fewer mechanical operations. This research aims to develop elastic modular systems that can be applied as a second skin or brise-soleil to existing buildings.The use of the second skin has the potential to allow existing buildings to perform better in various climatic conditions and to provide a visually compelling skin.This approach is evaluated through three design experiments with prototypes, namely Tent, Curtain and Blind, to serve two fundamental purposes: Comfort and Communication.These experimental prototypes explore the use of digital and physical computation embedded in form-changing materials to design architectural morphing skins that manipulate sunlight and act as responsive shading devices.
series journal
last changed 2012/02/14 08:02

_id ecaade2011_116
id ecaade2011_116
authors Koziko_lu, Nilüfer; Kavlak, Emrah
year 2011
title Introducing Architectural Design Foundations Through Algorithmic Design And Experimentations With Materials: A methodology for freshman class in architecture
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.70-76
wos WOS:000335665500007
summary This paper presents a lecture methodology using pattern based and algorithmic design principles for an introductory architectural design course aimed towards students who are not oriented in design practices but in natural sciences. This methodology is built upon eights interconnected steps, starting with analytical pattern extraction from nature - from the unique texture and structure of a plant (seed or fruit) and also from its lifecycle and relation to the existing habitat. The steps include abstract pattern making with the use of software tools and material building of abstracted geometries as standalone structures. Throughout these steps, principles of information design field is demonstrated to improve students’ abilities to analyze visual information.
keywords Pattern; Parametric Design; Design Education; Information Design
series eCAADe
email nkozikoglu@tuspa.net
last changed 2016/05/16 09:08

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email langenhan@tum.de
last changed 2012/02/11 18:21

_id acadia11_144
id acadia11_144
authors Lavallee, Justin; Vroman, Rachel; Keshet, Yair
year 2011
title Automated Folding of Sheet Metal Components with a Six-axis Industrial Robot
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 144-151
summary Through the automation of folding of sheet metal components by a six-axis industrial robot we explored the integration of parametrically-driven design and fabrication tools and its real-world implementation. Developed out of research into new possibilities presented by direct programming of flexible, digitally-driven, industrial tools, this project intends to speculate about the future implementation of parametric modeling tools in the field of design, and associated new, parametrically variable, fabrication processes. We explored the relationship between designer and machine, between data and craft, and tested conjectures about scale of production, through the digital creation, physical cutting, mental tracking, robotic folding, manual riveting, and sometimes painful installation of five hundred and thirty two unique sheet metal components. Such evaluations give insight into possible trajectories for development of new models of fabrication processes, questioning the scale and intellectual scope appropriate for custom fabrication environments, and the implicit need to then evaluate the incorporation of digital craft in design pedagogy.
series ACADIA
type work in progress
email justinlavallee@gmail.com
last changed 2011/10/06 04:05

_id ecaade2011_069
id ecaade2011_069
authors Lee, Seongki
year 2011
title Feasibility Computation of the Perimeter Block Housing in Early Design Process: A Perimeter Block Housing Design based on Zone Ordinance of Seoul
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.235-244
wos WOS:000335665500026
summary The goal of this paper is to present the feasibility computing tool for the perimeter block housing design in early design process. Firstly, the paper describes briefly issues of perimeter block housing focusing on block design cases of Seoul. Secondly, constraints and requirements of perimeter block housing are analysed and formulated based on specific zone ordinance and regulation. Thirdly application of half-edge data structure is presented for interconnected geometric problem solving. Fourthly, multi-objective optimization algorithm developed is shortly explained as problem solving method. Finally, feasibility-computing software using Java object oriented programming is developed. This can contribute to the tool development that can generate, optimize, evaluate and visualize perimeter block housings in early phases of design process by providing reliable design solutions for stakeholders.
keywords Perimeter block housing; design-constraints; parametric design; multi-objective optimization problem; design support system
series eCAADe
email leese@student.ehtz.ch
last changed 2016/05/16 09:08

_id caadria2011_042
id caadria2011_042
authors Lee, Seongki and Ludger Hovestadt
year 2011
title Complex adaptive residential quarter planning using multiobjective optimization: An agent-based modeling approach
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 443-452
summary This paper presents a complex adaptive residential quarter planning software. It is developed using Java object oriented programming language and targeting at configuring the tower-type apartment in a dense area during early design stage. Rules are analyzed and formulated based on building code and zone ordinance. Moreover we develop an agent-based modeling with multi-objective optimization algorithm. In this modeling, each agent acts independently according to the rules that are designed to solve the complex geometric problems that are related to physical constraints. At the end, we present a simulation outcome of a case study.
keywords MOOP; Urban design; residential quarter planning; agent system
series CAADRIA
email leese@student.ethz.ch
last changed 2012/05/30 19:29

_id ecaade2011_118
id ecaade2011_118
authors Leitão, António; Santos, Luís
year 2011
title Programming Languages for Generative design: Visual or Textual?
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.549-557
wos WOS:000335665500063
summary In this paper we compare visual and textual programming languages for generative design. We argue that, in the past, this comparison has been flawed and that it is now time to reconsider the potential of the textual programming paradigm but using modern programming languages and development environments specifically targeted to the generative design domain. We present VisualScheme as a prime example of such language and we compare it with the most used visual programming language in the generative design field.
keywords Generative design; Visual Programming Languages; Textual Programming Languages; Interactive Development Environments
series eCAADe
email antonio.menezes.leitao@ist.utl.pt
last changed 2016/05/16 09:08

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