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_id acadia17_82
id acadia17_82
authors Andreani, Stefano; Sayegh, Allen
year 2017
title Augmented Urban Experiences: Technologically Enhanced Design Research Methods for Revealing Hidden Qualities of the Built Environment
doi https://doi.org/10.52842/conf.acadia.2017.082
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 82-91
summary The built environment is a complex juxtaposition of static matter and dynamic flows, tangible objects and human experiences, physical realities and digital spaces. This paper offers an alternative understanding of those dichotomies by applying experimental design research strategies that combine objective quantification and subjective perception of urban contexts. The assumption is that layers of measurable datasets can be afforded with personal feedback to reveal "hidden" characteristics of cities. Drawing on studies from data and cognitive sciences, the proposed method allows us to analyze, quantify and visualize the individual experience of the built environment in relation to different urban qualities. By operating in between the scientific domain and the design realm, four design research experiments are presented. Leveraging augmenting and sensing technologies, these studies investigate: (1) urban attractors and user attention, employing eye-tracking technologies during walking; (2) urban proxemics and sensory experience, applying proximity sensors and EEG scanners in varying contexts; (3) urban mood and spatial perception, using mobile applications to merge tangible qualities and subjective feelings; and (4) urban vibe and paced dynamics, combining vibration sensing and observational data for studying city beats. This work demonstrates that, by adopting a multisensory and multidisciplinary approach, it is possible to gain a more human-centered, and perhaps novel understanding of the built environment. A lexicon of experimented urban situations may become a reference for studying different typologies of environments from the user experience, and provide a framework to support creative intuition for the development of more engaging, pleasant, and responsive spaces and places.
keywords design methods; information processing; art and technology; hybrid practices
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2020_258
id caadria2020_258
authors Beatricia, Beatricia, Indraprastha, Aswin and Koerniawan, M. Donny
year 2020
title Revisiting Packing Algorithm - A Strategy for Optimum Net-to Gross Office Design
doi https://doi.org/10.52842/conf.caadria.2020.1.405
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 405-414
summary Net-to-gross efficiency is defined as the ratio of net area to a gross area of a building. Net-to-gross efficiency will determine the quantity of leasable building area. On the other side, the effectiveness of the spatial distribution of a floor plan design must follow the value of net-to-gross efficiency. Therefore in the context of office design, there are two challenges need to be improved: 1) to get an optimum value of efficiency, architects need to assign the amount and size of the office units which can be effectively arranged, and 2) to fulfill high net-to-gross efficiency value that usually set out at minimal 85%. This paper aims to apply the packing algorithm as a strategy to achieve optimum net-to-gross efficiency and generating spatial configuration of office units that fit with the result. Our study experimented with series of models and simulations consisting of three stages that start from finding net-to-gross efficiency, defining office unit profiles based on preferable office space units, and applying the packing algorithm to get an optimum office net-to-gross efficiency. Computational processes using physics engine and optimization solvers have been utilized to generate design layouts that have minimal spatial residues, hence increasing the net-to-gross ratio.
keywords net-to-gross efficiency; packing algorithm; modular office area; area optimization;
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia08_152
id acadia08_152
authors Biloria, Nimish
year 2008
title Morphogenomic Urban and Architectural Systems: An Investigation into Informatics Oriented Evolution of Form: The Case of the A2 Highway
doi https://doi.org/10.52842/conf.acadia.2008.152
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 152-157
summary This research paper exemplifies upon a novel information integrated generative design method: Morphogenomics, being experimented with at Hyperbody, TU Delft. Morphogenomics, a relatively new research area, which deals with the intricacies of morphological informatics. This paper furthermore discusses an ongoing Morphogenmoics oriented design-research case: the development of a Distributed Network-city along the A2 highway, Netherlands. The A2 highway, development is a live project seeking urban development on either side of this busy highway. Hyperbody, during the course of this research initiative developed a series of real-time interactive computational tools focusing upon the collaborative contextual generation of a performative urban and architectural morphology for the A2 highway. This research paper elaborates upon these computational techniques based Morphogenomic approach and its resultant outcomes.
keywords Computation; Evolution; Flocking; Information; Morphogenesis
series ACADIA
last changed 2022/06/07 07:54

_id a19d
authors Brown, G.Z. and Novitski, Barbara-Jo
year 1988
title A Macintosh Design Studio
doi https://doi.org/10.52842/conf.acadia.1988.151
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 151-162
summary During the past year at the University of Oregon, we have conducted an experimental design studio in which each student had an Apple Macintosh SE microcomputer on his or her studio desk. Each term we experimented with a variety of software, furniture arrangements, and pedagogical approaches to integrating computers in design teaching. Like most others who have conducted such experiments, we encountered problems in trying to use hardware and software which is fundamentally inappropriate for the intuitive, graphic, and creative processes characteristic of preliminary design. However, we solved many of these problems and have produced useful techniques that may form the beginnings of a new approach to the use of computers in architecture schools.

Our results fall in three major categories: 1) pedagogical discoveries about learning to design with a computer, which is greater than the sum of learning to design and learning about computers; 2) design exercises based on the Macintosh environment, exploiting the unique graphic qualities of the machine while simultaneously developing the ideas and drawing skills needed in the preliminary stages of design; 3) descriptions of the studio environment, including hardware, software, workstation layouts, security solutions, and other practical information that might be useful to others who are contemplating a similar project.

series ACADIA
email
last changed 2022/06/07 07:54

_id 0b74
authors Chow, B., Lam, S. and Tsou, J.
year 2001
title The impact of computer-based design tools for daylighting simulation and prediction for a built environment
doi https://doi.org/10.52842/conf.caadria.2001.169
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 169-179
summary This paper investigates the application of computer daylighting simulation to provide qualitative assessment and comparison for designers to improve the built environment especially for non-technical architecture students. A comprehensive study was carried out to evaluate different daylighting design tools and to identify the limitation of current systems in the academic field. The paper will focus mainly on the dynamic information exchange between scientific visualization and the design decision-making process. Both architectural design studio environment and practical design problems in the real world setting were experimented and evaluated. Two case studies are presented: a proposed gallery space for a museum, and a detail architectural design of a community church. Architectural design alterations are proposed, simulated and discussed. The recursive feedback of the designers are studied and documented. Through a combination of qualitative assessment and comparison, designers can evaluate and compare different design options in the computing environment before implementing in the real world situation.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ga0018
id ga0018
authors Ciao, Quinsan
year 2000
title Hearing Architectural Design: Simulation and Auralization for Generating Better Acoustic Spaces
source International Conference on Generative Art
summary This paper with demonstration is devoted to revealing and establishing the relationship between space and sound through computational acoustic analysis, simulation and electronic synthesis of audible sound. Based on science of acoustics and computing technology, acoustic effect of an architectural 3-D design can be analyzed and the resulted sound in space can be synthesized and predicted accordingly and being heard. Auralization refers to this process of acoustic analysis, sound synthesis and audio presentation of the result in the form of audible sound. Design alternatives can be experimented until satisfactory acoustic effect is achieved. Traditionally, designers rely on some minimum and vague understanding or specialists’ experiences to predict and design for a desirable sound behavior in spaces. Most likely acoustic design and analysis are seen as a luxury remedy only affordable in large-scale theatres and concert halls. The recent available PC based auralization tools brought significance in both in terms of new knowledge towards the science and art of architectural acoustics and the methods and practice in the design process. The examples demonstrated in the presentation will indicate that the auralization technology make it possible for the designers, consultants, end users or potential occupants to examine and evaluate the performance of different designs by hearing it directly before an informed decision can be made. The case studies also illustrated that the auralization is a powerful tool for general public with common building types to uncover everyday acoustic problems that have been constantly harming their well being and would otherwise be undetected.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 958e
authors Coppola, Carlo and Ceso, Alessandro
year 2000
title Computer Aided Design and Artificial Intelligence in Urban and Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2000.301
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 301-307
summary In general, computer-aided design is still limited to a rather elementary use of the medium, as it is mainly used for the representation/simulation of a design idea w an electronic drawing-table. hich is not computer-generated. The procedures used to date have been basically been those of an electronic drawing-table. At the first stage of development the objective was to find a different and better means of communication, to give form to an idea so as to show its quality. The procedures used were 2D design and 3D simulation models, usually used when the design was already defined. The second stage is when solid 3D modelling is used to define the formal design at the conception stage, using virtual models instead of study models in wood, plastic, etc. At the same time in other connected fields the objective is to evaluate the feasibility of the formal idea by means of structural and technological analysis. The third stage, in my opinion, should aim to develop procedures capable of contributing to both the generation of the formal idea and the simultaneous study of technical feasibility by means of a decision-making support system aided by an Artificial Intelligence procedure which will lead to what I would describe as the definition of the design in its totality. The approach to architectural and urban design has been strongly influenced by the first two stages, though these have developed independently and with very specific objectives. It is my belief that architectural design is now increasingly the result of a structured and complex process, not a simple act of pure artistic invention. Consequently, I feel that the way forward is a procedure able to virtually represent all the features of the object designed, not only in its definitive configuration but also and more importantly in the interactions which determine the design process as it develops. Thus A.I. becomes the means of synthesis for models which are hierarchically subordinated which together determine the design object in its developmental process, supporting decision-making by applying processing criteria which generative modelling has already identified. This trend is currently being experimented, giving rise to interesting results from process design in the field of industrial production.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id ecaaderis2023_57
id ecaaderis2023_57
authors De Luca, Francesco and Lykouras, Ioannis
year 2023
title RIS2023 front matter
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 1–14
summary Nowadays, sustainability is in the agenda of most of the countries and international organizations. Among the 17 Sustainable Development Goals of the United Nations, Goal 11 Sustainable Cities and Communities sets specific targets for cities to adopt solutions for inclusion, safety, resource efficiency, resilience, mitigation and adaptation to climate change. Furthermore, it is increasingly evident among designers and researchers that design methods and solutions doing less harm or with a neutral effect on the environment are not sufficient anymore. A holistic approach is necessary in designing for a positive effect on climate change, resource depletion, human health and natural systems as a whole to develop sustainable architecture design solutions as well as regenerative and resilient cities. Computational design allows us to develop workflows considering the built environment, humans and natural systems as a whole, by integrating simulations such as climatic, environmental, materiality, energy, behavior and use, and performances such as energy balance, usability, structural, fabrication, comfort, health, and costs, at multiple scales. The symposium and workshops reflected and experimented new concepts, methods, and solutions to create a positive impact on the urban environment and the city, but also on humans and the natural environment, taking advantage of the potential of computational design to integrate performance-driven and simulation-based workflows. Furthermore, the objective of the symposium was to explore the potential of computational design in proposing a new architectural paradigm through performance and simulation. Particular emphasis has been given to research showing innovative holistic, multi-disciplinary, multi-domain, multi-scale, and multi- objective approaches to guide and support the scientific and design community at large to design sustainable cities and communities.
keywords Parametric Design, Simulations, Architecture, Urban Design, Environmental Design
series eCAADe
email
last changed 2024/02/05 14:28

_id caadria2024_497
id caadria2024_497
authors El Mesawy, Mohamed, Zaher, Nawal and El Antably, Ahmed
year 2024
title From Topology to Spatial Information: A Computational Approach for Generating Residential Floorplans
doi https://doi.org/10.52842/conf.caadria.2024.1.129
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 1, pp. 129–138
summary Multimodal models that combine different media like text, image, audio, and graph have revolutionised the architectural design process, which could provide automated solutions to assist the architects during the early design stages. Recent studies use Graph Neural Networks (GNNs) to learn topological information and Convolution Neural Networks (CNNs) to learn spatial information from floorplans. This paper proposes a deep learning multimodal model incorporating GNNs and the Stable Diffusion model to learn the floorplan's topological and spatial information. The authors trained a Stable Diffusion model on samples from the RPLAN dataset. They used graph embedding for conditional generation and experimented with three approaches to whole-graph embedding techniques. The proposed Stable Diffusion model maps the user input, a graph representing the room types and their relationships, to the output, the predicted floorplans, as a raster image. The Graph2Vec and contrastive learning methods generate superior representational capabilities and yield good and comparable results in both computationally derived scores and evaluations conducted by human assessors, compared to the Graph Encoder-CNN Decoder.
keywords Floorplan Generation, Deep Generative Models, Multimodal Machine Learning, Graph Neural Networks [Gnns], Representation Learning
series CAADRIA
email
last changed 2024/11/17 22:05

_id ecaade2018_190
id ecaade2018_190
authors Gless, Henri-Jean, Halin, Gilles and Hanser, Damien
year 2018
title Need of a BIM-agile Coach to Oversee Architectural Design - From one pedagogical experiment to another
doi https://doi.org/10.52842/conf.ecaade.2018.1.445
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 445-450
summary This paper is part of our research on the digital transition in architecture, and more particularly on the integration of BIM (Building Information Management) technology. Indeed, in the field of AEC in France, this transition is still ongoing and remains difficult for architects. BIM technology changes the way people work and communicate, and remains only a tool without a method behind it. His arrival then raises technical but also human questions. Our research then turns to the social sciences and project management sciences to see if the creation or adaptation of project management methods can facilitate this integration. In other fields such as industry, software engineering, or HMI design, we have seen the emergence of agile methods that focus more on design teams, and therefore communication, than on the process itself. After experimenting with several agile practices, we identified the need for a design team to be mentored by someone in the role of facilitator or coach. This article describes how we can transfer to students an agile practice called BIM-agile Coach that we experimented during a weeklong workshop.
keywords Architectural design; Agile methods; Agile practices; BIM technology; Collaborative design; Project management
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2017_040
id caadria2017_040
authors Haslop, Blaire, Schnabel, Marc Aurel and Aydin, Serdar
year 2017
title Glitch Space - Experiments on Digital Decay to Remap the Anatomy of Glitch in 3D
doi https://doi.org/10.52842/conf.caadria.2017.591
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 591-600
summary This research informs of a series of experimental design practices for the understanding computational glitches in architecture which appears to be equivalently a 'given' as well as an 'informed'. 'Glitch-space' is introduced to navigate the discussion through a spatial interpretation of digital decay. Currently glitches are only explored as forms of 2D art. We however, look to reconnect the underlying data to its digital architectural spatial form. Our methodology a systematic iterative process of transformational change to explore design emergence on the base of computational glitches. A numerical data driven process is explored using decayed files which are turned into 3D formal expressions. In this context, stereoscopic techniques are experimented, helping understand further how glitch can be performed within a 3D virtual environment. Ultimately we explore digital architectural form existing solely in the digital realm that confidently expresses glitch in both its design process and aesthetic outcome. Thus, our research intends to bring a level of authenticity with the notion of 'glitch-space' by discussing 3D interpretations of glitch in an architectural form.
keywords Digital Decay; Glitch; Digital Design Methods; Glitch-space; Data Interpretation
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia12_169
id acadia12_169
authors Helm, Volker ; Ercan, Selen ; Gramazio, Fabio ; Kohler, Matthias
year 2012
title In-Situ Robotic Construction: Extending the Digital Fabrication Chain in Architecture
doi https://doi.org/10.52842/conf.acadia.2012.169
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 169-176
summary In this paper, viable applications of mobile robotic units on construction sites are explored. While expanding on potential objectives for in-situ fabrication in the construction sector, the intention is also to build upon innovative man-machine interaction paradigms to deal with the imprecision and tolerances often faced on construction sites. By combining the precision of the machine with the cognitive environmental human skills, a simple but effective mobile fabrication system is experimented for the building of algorithmically designed additive assemblies that would not be possible through conventional manual methods if the large amount of individual building blocks and the size of the structure to be built are taken into account. It is believed that this new approach to man-machine collaboration, aimed at a deeper integration of human ability with the strengths of digitally controlled machines, will result in advances in the construction sector, thus opening up new design and application fields for architects and planners.
keywords in-situ robotic fabrication , mobile robotics , 1:1 scale fabrication , additive assembly , algorithmically designed structures , man-machine interaction , cognitive , object recognition , construction site
series ACADIA
type normal paper
email
last changed 2022/06/07 07:49

_id caadria2017_008
id caadria2017_008
authors Hua, Hao and Jia, Tingli
year 2017
title Fabricating Without CAD Models - Experiments with G-code and KUKA KRL
doi https://doi.org/10.52842/conf.caadria.2017.883
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 883-892
summary This research focuses on the transformation from design to fabrication without CAD models. In contrast to the conventional "design - modeling - fabrication" workflow, which involves multiple software, we experimented with a method of programming the bespoke fabrication process, and consequently defining the artifact. Algebraic models are employed to specify the materialization process carried out by various CNC machines. We used the programming language Java to create machine instructions for 3D printers, milling machines, and robots. In this method, design and production are not two separated processes; rather we regarded them as two aspects of one whole activity. Proficiency in machines and materials could contribute to design innovation.
keywords digital fabrication; computational design; java; G-code; Kuka
series CAADRIA
email
last changed 2022/06/07 07:49

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
doi https://doi.org/10.52842/conf.acadia.1998.016
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

_id sigradi2011_151
id sigradi2011_151
authors Leal, André
year 2011
title A Dimensão Sônica do Mundo [The sonic dimension of the world]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 253-256
summary The works Acusma and Microfônico by the group Chelpa Ferro not only represent an inflexion point in the group's trajectory but also make reference and allow an interpretation which places Chelpa Ferro amongst several other artists who experimented with sound-noise throughout the 20th century. Since the first modernists sound was object of artistic experiments, always informed by technological innovations. Thus the group inserts itself in such context and augments it, appropriating theirselves of everyday objects to produce their sound or by creating their own specially built apparatuses to amplify inexistent sounds, as in the works here discussed.
series SIGRADI
email
last changed 2016/03/10 09:54

_id caadria2019_362
id caadria2019_362
authors Lee, Jaejong, Ikeda, Yasushi and Hotta, Kensuke
year 2019
title Comparative Evaluation of Viewing Elements by Visibility Heat Map of 3D Isovist - Urban planning experiment for Shinkiba in Tokyo Bay
doi https://doi.org/10.52842/conf.caadria.2019.1.341
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 341-350
summary This paper presents a visibility analysis for 3D urban environments and its possible applications for urban design. This multi-view visibility analysis tool was generated by 3D isovist in Grasshopper, Rhino. The advantage of this analysis tool is that it can be compared within the measurement area. In addition, setting a visual object different from the existing isovist. The visual object is a landmark of a city space, such as landscape or object. First, the application experimented on the relevance between the calculation time and precision by this analysis tool. Based on the results of this experiment, it applied it to an actual part of an urban space. The multi-view visibility includes confirming the possibility of a comprehensive evaluation on the urban redevelopment and change of the view caused by the building layout plan - by numerical analysis showing the visual characteristics of the area while using 3D isovist theory. The practically applied area is Shinkiba, which is a part of Tokyo's landfill site; and while using the calculated data, multi-view visibility of each plan in the simulation of the visibility map is compared and evaluated.
keywords 3D isovist; Multi-view visibility; Comprehensive integration visibility evaluation; Urban redevelopment; Algorithmic urban design
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2019_426
id caadria2019_426
authors Lee, Jisun and Lee, Hyunsoo
year 2019
title Agent-driven Accessibility and Visibility Analysis in Nursing Units
doi https://doi.org/10.52842/conf.caadria.2019.1.351
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 351-360
summary This study investigates the nursing unit design for care quality and efficient operation, evaluating visibility and walking distance of nurses in the different form of layout. Sufficient visibility from nurses' station to patient rooms and corridors can increase nurses' care abilities to understand the needs and movements of patients. The workload and time caused by nurse's walking can be diverted to patient care. Isovist analysis and agent-based simulation are experimented to investigate the effects of spatial layout on visibility and nurses' accessibility to patients. In the isovist analysis, the nurses' station facing patient rooms were more effective in nurse-to-patient visibility. In the nurse's walking trail analysis, uneven walking distance of each nurse appeared due to the asymmetric patient room layout centering the nurses' station and heavy room allocation plan. Understanding the potential impacts of design parameters enables designers to predict possible behaviors in each design alternative and to make effective and efficient design decisions for the occupants. This study underlines the role of the physical environment in the delivery of patient care and nurse's well-being. It presents an evaluation framework integrating syntactic analysis and agent-based simulation to predict the effect of the spatial layouts on the hospital activities.
keywords Nursing unit design; Isovists; Agent-based modeling; Accessibility; Visibility
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2022_388
id caadria2022_388
authors Leong, Siew Leng and Janssen, Patrick
year 2022
title Participatory Planning: Heritage Conservation Through Co-design and Co-decision
doi https://doi.org/10.52842/conf.caadria.2022.2.505
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 505-514
summary Citizen participation in urban planning and architectural design has been long discussed and experimented with since the 1960s. With existing participatory design approaches, two key challenges can be identified. First, the power of citizens to directly affect the decision-making processes is typically quite limited. Second, the use of traditional face-to-face design workshop results in low levels of participation. This paper proposes an innovative participatory design approach with a focus on co-design and co-decision. The co-design stage provides citizens with a tool that empowers them to think critically of their built environment and to initiate design development in their own city. The co-decision stage gives citizens real power in determining the future changes to their city by embedding the participatory design approach into the planning permission system. This participatory design approach is implemented through a web application that allows participants to view design proposals within the existing site context from a birds-eye views and from multiple immersive views, leading to a better understanding of the design proposal‚s scale and impact. The design proposal viewer has been demonstrated on a heritage site in Singapore, showing its potential to be used as evidence for supporting or rejecting design proposals.
keywords Participatory Planning, Co-design and Co-decision, Citizen Power, Visualisation Method, Bird's-eye View, Immersive View, Web Application, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2020_146
id caadria2020_146
authors Lertsithichai, Surapong
year 2020
title Fantastic Facades and How to Build Them
doi https://doi.org/10.52842/conf.caadria.2020.1.355
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 355-364
summary As part of an ongoing investigation in augmented architecture, the exploration of an architectural facade as a crucial element of architecture is a challenging design experiment. We believe that new architectural facades when seamlessly integrated with augmented architecture, enhanced with multiple functionalities, interactivity and performative qualities can extend a building's use beyond its typical function and limited lifespan. Augmented facades or "Fantastic Facades," can be seen as a separate entity from the internal spaces inside the building but at the same time, can also be seen as an integral part of the building as a whole that connects users, spaces, functions and interactivity between inside and outside. An option design studio for 4th year architecture students was offered to conduct this investigation for a duration of one semester. During the process of form generations, students experimented with various 2D and 3D techniques including biomimicry and generative designs, biomechanics or animal movement patterns, leaf stomata patterns, porous bubble patterns, and origami fold patterns. Eventually, five facade designs were carried on towards the final step of incorporating performative interactions and contextual programs to the facade requirements of an existing building or structure in Bangkok.
keywords Facade Design; Augmented Architecture; Form Generation; Surface System; Performative Interactions
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2024_49
id caadria2024_49
authors Lu, Owen Zhiyuan, Meng, Leo Lin, Ramos Jaime, Cristina and Haeusler, M. Hank
year 2024
title Clicking is All You Need: Implementing Wave Function Collapse in Early-Stage Design for Manufacturing and Assembly Projects
doi https://doi.org/10.52842/conf.caadria.2024.1.303
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 1, pp. 303–312
summary Wave Function Collapse (WFC) is a constraint-solving algorithm inspired by the quantum mechanics process. However, few attempts have been made in the Architectural, Engineering, and Construction (AEC) industry. WFC literature indicates that it is constrained by its low-fidelity, stochastic process, making it hard to apply in real-world designs, hence its potential lack of application in the AEC sector. Yet this research sees an opportunity in Design for Manufacturing and Assembly (DfMA). Unlike typical architectural projects, DfMA is often more constrained due to modularity. How the DfMA modularity benefits and constricts the spatial planning process, and if such a priori modular definition better informs the design process, is yet to be explored. Thus, how can the highly constrained spatial rules in DfMA architectural design be used in implementing WFC for higher-fidelity fast design concept prototyping? During the research, a prototype was experimented with and implemented while demonstrating several advantages jointly inherited from both the DfMA and WFC, namely (a) high-resolution rapid prototyping with little user intervention for early-stage DfMA and (b) further building material and topological analytics, were enabled for decision support. Hence, this paper addressed the rarely discussed early-stage design problems in the DfMA lifecycle and contributed to a real-world architectural project-based implementation of WFC integrated into an automated computer-aided architectural design workflow inspired by DfMA’s modularity that aligns with Sustainable Development Goals (SDGs) of 11 Sustainable Cities and Communities and 12 Responsible Consumption and Production.
keywords Wave Function Collapse (WFC), Decision Support Tool, Computational Design, Design for Manufacturing and Assembly (DfMA), Modular Building and Construction.
series CAADRIA
email
last changed 2024/11/17 22:05

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