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 1 to 20 of 604

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 57-65
doi https://doi.org/10.52842/conf.acadia.2003.057
summary While the introduction of digital media in the design studio often emphasizes virtual realms, the effect of new fabrication technology on the architect brings the architect back to the realm of master-builder rather than distancing the architect from reality. While purely digital projects have pushed the development of form, they have also placed an emphasis on form over material. However, with the intention to physically build a project, the connections between process, form, and material become intertwined. The inception of this project also served as a clear reminder that the tools we use affect the way we think. This project began as a simple idea: how a column becomes animated to form an arch over time. The digitization of this idea took literally minutes in Maya. It was exported and further modeled in AutoCAD, and then rendered and reanimated in 3D Studio-Viz. This was a very brief, two-week introductory project, in a class on drafting and wood light-frame construction. It served to make a greater connection between digital media, the design process, analog drawing, and the role of craft and material.
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2003_b5-3
id caadria2003_b5-3
authors Jirapong, Kamon and Krawczyk, Robert J.
year 2003
title Digital Methods of Abstracting Forms from Nature
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 695-706
doi https://doi.org/10.52842/conf.caadria.2003.695
summary Using mathematics and digital methods as a tool of investigation in both the natural and architectural form gives us a flexibility of exploring mu ltiple forms and allows us to implement new parameters into the mathematical framework to generate rather more complex architectural geometry. The method of generating architectural forms in this research is developed by selecting seashell as natural object and investigating its mathematical description then abstracting each mathematical parameter with others possible mathematical functions. Each selected mathematical function represents a mathematical abstraction of a specific seashell parameter as it occurs in nature. These enable the exploring of new mathematical relationships to generate a variety of architectural forms. In the seashell form these mathematical functions are limited to those that appeared in the actual geometry of shell such as logarithmic spiral, circle and ellipse. However, in the architectural form the limitations are less.
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia03_025
id acadia03_025
authors Serriano, Pierluigi
year 2003
title Form Follows Software
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 185-205
doi https://doi.org/10.52842/conf.acadia.2003.185
summary Software selection affects design outcome. Computer applications externalize in their graphical interface and in their internal logic a set of assumptions about how objects are constructed and space is represented. Accessibility of tools is in direct correlation with their rate of use. Depending on how user-friendly particular functions are, their use will appear with higher frequency than those foreign to the technological frames of the user groups for which software is designed. As each software is geared towards the needs of specific communities, it replicates in digital fashion those disciplinary practices already present in the analog world. However, modeling results are bracketed at its inception the very moment a particular 3D package is chosen from a diverse array of digital offerings. If the application adopted is designed to appeal to the computer animation industry, the modeling results will bear the imprint of those organic qualities: buildings will appear character-like. Since computer programs have built-in slant meant to aid disciplinary specific users, they yield families of designs with formal commonalities. Unquestionably, proficiency of software use also broadens inventiveness of design. Nevertheless some applications make particular transformations harder to achieve, and as a result will be likely to exclude those modeling options from architects’ imaginary world.
keywords modeling options, built-in slants, form-making, technology of orders.
series ACADIA
last changed 2022/06/07 07:57

_id cf2003_m_006
id cf2003_m_006
authors ACHTEN, Henri and JESSURUN, Joran
year 2003
title Learning From Mah Jong - Towards a Multi-Agent System that can Recognize Graphic Units
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 115-124
summary Sketching is a major means of exploiting the first conceptual developments in architectural design. If we want to support the architect in the ideas-developing phase of design, then we need to understand the conventions of depiction and encoding in drawings. The theory of graphic units provides an extended list of such conventions that are widely used. We propose that a multi-agent system for recognition of graphic units in drawings is fruitful: agents can specialize in graphic units, a multi-agent system can deal with ambiguity through negotiation and conflict resolution, and multi-agent systems function in dynamically changing environments. We first make a multi-agent system that can do something simpler: playing Mah Jong solitary. The Mah Jong solitary system shares the following important features with a multi-agent system that can recognize graphic units: (1) specialized agents for moves; (2) negotiation between agents to establish the best move; (3) dynamically changing environment; and (4) search activity in more advanced strategies. The paper presents the theoretical basis of graphic units and multi-agents systems. The multi-agent framework and its implementation is presented. Various levels of game play are distinguished, and these are correlated to the multi-agent system. The paper shows how the findings form the basis for graphic unit recognition.
keywords artificial intelligence, games, graphic units, agents
series CAAD Futures
email
last changed 2003/11/22 16:39

_id caadria2003_a7-1
id caadria2003_a7-1
authors Chantawit, D. and Hadikusumo, B.H.W.
year 2003
title Integrated 4d Cad and Construction Safety Planning Information for a Better Safety Management
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 891-904
doi https://doi.org/10.52842/conf.caadria.2003.891
summary Safety is an important element of project successes. In the conventional project management, safety planning, as a function, is separated from other functions, such as planning/scheduling function. This separation creates difficulties for engineers to analyze what, when, why and where a safety measure is needed to prevent accidents in a construction activity. Another problem occurs due to the conventional practice of representing project designs using two-dimensional (2D) drawings. In this practice, a user (e.g. an engineer) has to convert the 2D drawings into three-dimensional (3D) mental pictures, and this is a tedious task. If only converting this 2D drawing is a tedious task, combining these 2D drawings with safety planning creates more difficult tasks. In order to address the problems, this paper discusses our research in integrating construction scheduling and safety planning in a 4D environment.
series CAADRIA
last changed 2022/06/07 07:55

_id caadria2003_b5-4
id caadria2003_b5-4
authors Gero, John S. and Kannengiesser, Udo
year 2003
title A Function - Behaviour - Structure View of Social Situated Design Agents
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 707-718
doi https://doi.org/10.52842/conf.caadria.2003.707
summary This paper proposes a comprehensive schema to represent an agent's social knowledge using the Function - Behaviour Structure (FBS) schema. Although this schema has originally been developed to represent knowledge about design objects, it is sufficiently abstract to also describe knowledge about agents. This paper shows how such an FBS view can be useful to support the interaction of situated design agents.
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2003_011
id sigradi2003_011
authors Lecerasi, Graciela and Huber, Paola
year 2003
title Diseño de información. Disciplina decisiva frente la sobreinformación en Internet (Design of information. A decisive discipline against information overload in Internet)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The designers of information in front of the panorama of it overflows, explosion and saturation of information in Internet, have the responsibility of being guides in this "infoxicación" sea (Piscitelli, 2000), contributing to the administration of the information, synthesizing its complexity and elaborating a message that is materialized in an interface that balances form and function, appealing to an aesthetic and technological dose combined with the appropriate usability, where the access, the distribution and the understanding of the information, is solved and in consequence, the metabolism of the same one and its later assimilation, is facilited.
keywords Internet; overinformation; desing; user; knowledge
series SIGRADI
email
last changed 2016/03/10 09:54

_id avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary This paper considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id acadia03_019
id acadia03_019
authors Wu, Pei-Ling
year 2003
title Exploring Playful and Effective Digital Design Process with Games: A Framework for Digital Design Studio Teaching and Learning
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 143-149
doi https://doi.org/10.52842/conf.acadia.2003.143
summary The idea of developing a framework, to integrate design studios and computer graphics, is derived from the nature of architectural design, which has always combined creativity and technology. Furthermore, as computers are being increasingly used in design studios, a systematic digital pedagogy, which can take advantage of the strengths of computers in all stages of design, should be developed simultaneously to facilitate learning. This paper attempts to propose a playful and effective digital design process that can be flexibly applied to computer-based design studios and design-based computer graphics courses. The pedagogical framework is based on a set of digital design games that follows a general design process presented by the author. First, the components of digital design games will be defined and the relations of those game components will be clearly depicted. Then, a framework will be proposed, followed by the use of an example demonstrating applications of the framework. Continual advancements in digital technology have created generation gaps among teachers at architectural schools. A structured digital design process can help teachers, with varying levels of computer-capabilities know what, when, and how, adjustments should be made to achieve the goal of digital design education.
keywords Digital design process, Playful and Effective, Digital Design Games
series ACADIA
email
last changed 2022/06/07 07:57

_id ecaade03_587_34_asanowicz
id ecaade03_587_34_asanowicz
authors Asanowicz, Alexander
year 2003
title Architectural Composition in Digital Space
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 587-590
doi https://doi.org/10.52842/conf.ecaade.2003.587
summary In this paper the possibilities of using the computers at course of architectural compositions are considered. As the start point of the new teaching method of architectural composition we used the course of tradition architectural composition, elaborated at our Faculty. The course of Digital Architectural Composition was finished in 2002. The main goal of using the new digital media for modelling architectural forms was checking the new possibilities of form creation. Traditionally, searching of forms at the conceptual design stage is performed by using sketches, drawings and physical models. Our new method showed that is possible to do the same thing using the computerbased 3D modelling, experiencing no physical limitations of the 'real' substance. At the same time, at the early design stages, when formal value is sought, computer modelling can be done almost intuitively. In ours work we try to find a creative way of using computer - transforming the tool into medium. The attention was paid on exploring the possibilities characteristic for computers and not available with traditional methods of modelling. Architect’s tradition tools are effectively replaced by a computer, which create a new way of doing things.
keywords Architectural composition, computer modelling, method of teaching
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2003_a6-4
id caadria2003_a6-4
authors Bialas, Z.,Glinkowska, A., Kepczynska-Walczak, A. and Szrajber, R.
year 2003
title Architectural Heritage As A Force In Networked Caad Education
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 801-808
doi https://doi.org/10.52842/conf.caadria.2003.801
summary This paper aims to present a project being currently in progress. The task is to describe a concept for future access to information resources which cover the Polish (in wider international context) architectural and urban design, architectural heritage, applied arts in form of drawings, images, 3D models and VR along text explanations. In this way the database would enable access to huge resources and didactic packages. The proposed database would be primarily addressed to students of architecture, who in addition would be involved in creation of the collection, e.g. through building 3D models.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade03_187_11_brandy
id ecaade03_187_11_brandy
authors Brady, Darlene A.
year 2003
title IDEATION: METAPHORICAL EXPLORATIONS AND DIGITAL MEDIA
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 187-190
doi https://doi.org/10.52842/conf.ecaade.2003.187
summary Metaphor in architecture involves two distinct paradigms of ideation and visualization: architecture as a virtual metaphor of an idea and virtual models of architecture as metaphors of an architectural intention or vision. Digital media is a powerful vehicle for the generation and expression of both paradigms. The dominant applications of digital media in architecture are drafting and computer simulations as virtual constructs of an architectural intention. This paper will focus on the us e of digital media and ideation, a design process which uses metaphor to link idea and form early in the design process.
keywords Design creativity, Design process, Generative design, Innovation, Precedents
series eCAADe
email
more http://www.archi-textures.com
last changed 2022/06/07 07:54

_id acadia03_033
id acadia03_033
authors Ceccato, Cristiano
year 2003
title From Emergence of Form to the Forming of Logic
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 254-255
doi https://doi.org/10.52842/conf.acadia.2003.254
summary Driven by digital design tools and production methods, the interplay of theory and practice in architecture is converging on the notion of process. Process definition and process tools are now an essential part of design, design development, fabrication and construction. The word process itself can be interpreted in different ways, as being deterministic or non-deterministic. Computer programming can be understood as a design process and a structuring mechanism. Rather than making finite designs (products), architects are beginning to understand their roles as toolmakers, developing algorithmic processes that incorporate constraints and intents into software / procedures / programming. New methodologies such as parametric-associative design hierarchies are a clear example of semantic design structuring (a form of grammatical ordering); the creation of hierarchical parametric models can be understood as a form of visual programming. In a deterministic sense, it can be argued that if a process is correct and critical, then by definition so will be the product.
series ACADIA
email
last changed 2022/06/07 07:55

_id caadria2003_a4-3
id caadria2003_a4-3
authors Chang, Yu-Li
year 2003
title Dual Interface Between Physical and Digital Cities Cyberspatial Cognitive Approach to Thread Digital City In Physical City
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 523-538
doi https://doi.org/10.52842/conf.caadria.2003.523
summary Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? This paper studied by the viewpoint of cognition in order to explore the structure of the new style spatiality as cyberspace. By exploring the factors of human spatial cognition in physical space to interpret that human how to image and percept the spatial form of digital cities by the spatial experience in physical space, to construct the dual interface of spatial cognition of interaction between digital cities and physical cities.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade03_501_141_cumming
id ecaade03_501_141_cumming
authors Cumming, Michael
year 2003
title Distributed and Constructed Knowledge in Design Education
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 501-504
doi https://doi.org/10.52842/conf.ecaade.2003.501
summary One aspect of design education to impart design information and theory, which from the students’ viewpoint may appear to be a static body of knowledge. This knowledge is imparted to them by parties with expertise in particular topics. This type of information could be called ‘received knowledge’: teachers teach it and students receive it. There is also a ‘constructive’ aspect to design education, in which students are expected to build their own personal knowledge bases, and to present a progression of design proposals that build from this personal knowledge. This kind of knowledge is much more difficult to share with others because it relies on require personal interpretation. If teachers and their students are considered to form a ‘knowledge hierarchy’, in which those at the top know more about a particular topic than those further down the hierarchy, then centralized information and knowledge systems appear appropriate. However, in design education, students can sometimes know more specialized knowledge about certain design situations than their teachers, and can also learn and construct things of value from their fellow students. In such situations, decentralized or peer-to-peer technologies become more attractive. This paper discussed some philosophical and technical aspects to the centralizing and sharing of design knowledge, with respect to emerging peer-topeer (P2P) communication technologies.
keywords Knowledge hierarchies; knowledge decentralization; constructivism
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia11_272
id acadia11_272
authors Dimcic, Milos; Knippers, Jan
year 2011
title Free-form Grid Shell Design Based on Genetic Algorithms
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. 272-277
doi https://doi.org/10.52842/conf.acadia.2011.272
summary In the 21st century, as free-form design grows in popularity, grid shells are becoming a universal structural solution, enabling the conflation of structure and skin (façade) into one single element (Kolarevic 2003). This paper presents some of the results of a comprehensive research project focused on the automated design and optimization of grid structures over some predefined free form shape, with the goal of generating a stable and statically efficient structure. It shows that by combining design and FEM software in an iterative, Genetic Algorithms-based optimization process, stress and deformation in grid shell structures can be significantly reduced, material can be saved and stability enhanced.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id acadia03_006
id acadia03_006
authors Dobson, Adrian and Lancaric, Peter
year 2003
title VIRTUreALITY Digital Urban Modelling as a Community Design Form
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 49-53
doi https://doi.org/10.52842/conf.acadia.2003.049
summary This paper describes a practice-led research project that investigates the application of digital modelling and communication technologies in urban and architectural design. The project is being carried out by our team with the collaboration of the architecture and planning departments at local borough council and local community participation. The main methodology for the project revolves around the evolution of an interactive three-dimensional digital urban model, which incorporates a variety of visual, graphic and numeric data. This digital model is utilised within a web site to help facilitate a participatory approach to the physical and social regeneration of an inner urban zone, in terms of both the built environment and the attempted creation of a virtual community.
series ACADIA
last changed 2022/06/07 07:55

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade03_407_19_sterk
id ecaade03_407_19_sterk
authors d’Estrée Sterk, Tristan
year 2003
title Building Upon Negroponte: A Hybridized Model of Control Suitable for Responsive Architecture
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 407-414
doi https://doi.org/10.52842/conf.ecaade.2003.407
summary Responsive architecture is commonly defined as a type of architecture that has the ability to alter its form in response to changing conditions. While this description is successful in capturing the gist of the topic, it does not provide us with the more detailed understandings required to build it. The knowledge required to build a truly responsive form of architecture is substantial, an understanding of architecture, robotics, artificial intelligence and structural engineering are all beneficial. The links that are required between each knowledge base to actuate and control the responses of this type of architecture further complicate matters – suggesting potential reasons for the ambivalence of architects towards deeply exploring to the topic or extending it beyond the aesthetic application of an event-based architecture. This paper will build a model of responsive architecture that explains one possible approach to the topic, emphasizing ways to build it and control it in the process.
keywords Controlling responsive architecture, Controlling networks of response buildings
series eCAADe
type normal paper
email
more admin
last changed 2022/06/07 07:55

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