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 624

_id sigradi2006_e165b
id sigradi2006_e165b
authors Angulo, Antonieta
year 2006
title Optimization in the Balance between the Production Effort of E-learning Tutorials and their related Learning Outcome
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 122-126
summary This paper provides evidence on the level of media richness that may be cost effective in the development of e-learning tutorials for teaching and learning computer visualization techniques. For such a purpose the author provides an analysis of low-cost / high-impact media rich products, the effort and cost required in their development and the measurement of related learning outcomes. Circa twenty years of R&D of multimedia and hypermedia applications for instruction have demonstrated the benefits of communicating relevant information to learners using engaging media. Based on this evidence, this paper assumes that due to the cognitive style of design students, the instructional packages for learning computer techniques for design visualization that are rich in media content, tend to be more effective. Available visualization technologies make the development of e-learning tutorials feasible and apparently the logical way to implement our instructional packages. However the question in the development of e-learning tutorials becomes a more strategic one when we are called to reach a level of optimization between producing a package with a basic standard, namely; text & still-graphic based tutorials, or a state-of-the-art package that is based on video demonstrations (more than enough?) that can accommodate the students’ learning requirements and also our production costs. The costs include the human resources (instructor, producers, assistants and others) and the material resources (hardware and software, copies, and others) involved in the creation of the e-learning tutorials. The key question is: What is good enough, and what is clearly superfluous? In order to confirm our hypothesis and propose a relevant balance between media richness and learning effectiveness, this paper describes an experiment in the use of two different levels of media richness as used to deliver instructions on the production of computer animations for design visualization. The students recruited for this experiment were fairly familiarized with the use of 3D modeling concepts and software, but had no previous knowledge of the techniques included in the tutorials; in specific; camera animation procedures. The students, separated in two groups, used one of the two methods; then they proceeded to apply their newly acquired skills in the production of an animation without using the help of any external means. The assessment of results was based on the quality of the final product and the students’ performance in the recall of the production procedures. Finally an interview with the students was conducted on their perception of what was accomplished from a metacognitive point of view. The results were processed in order to establish comparisons between the different levels of achievement and the students’ metacognitive assessment of learning. These results have helped us to create a clear set of recommendations for the production of e-learning tutorials and their conditions for implementation. The most beneficial characteristics of the two tested methods in relation to type of information, choice of media, method of information delivery, flexibility of production/editorial tools,! and overall cost of production, will be transferred into the development of a more refined product to be tested at larger scale.
keywords e-learning tutorials; media richness; learning effectiveness; cognitive style; computer visualization techniques
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e159b
id sigradi2006_e159b
authors Barrow, Larry
year 2006
title Digital Design Pedagogy - Basic Design - CADCAM Space Box Exploration
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 127-130
summary This proposed paper will highlight the work of a “pre-architecture” graduate student’s work produced in a “Digital Design II” course in Spring 06. This student has a bachelor’s degree in Architectural Technologies and hopes to attend a “professional” degree program in architecture after completing our Master of Science degree program. The student entered our “pre / post-professional” graduate program as a means of learning more about design, technology and architecture. This provided a rare opportunity to do “research” in the area of digital technology in the early formative phases of a new architecture / design students development. The student chose to study “shadows” as a means of design inquiry. The primary focus of the work was the study of various “4” x 4” x 4” “space-cubes.” The student was given various “design” constraints, and “transformative” operations for the study of positive-negative space relationships, light+shadows, and surface as a means of gaining in-sight to form. The CADCAM tools proved to be empowering for the student’s exploration and learning. With the recent emergence of both more user-friendly hardware and software, we are seeing a paradigm shift in design “ideation.” This is attributed to the evolving human-computer-interface (HCI) that now allows a fluidic means of creative design ideation, digital representation and physical making. Computing technology is now infusing early conceptual design ideation and allowing designers, and form, to follow their ideas. The argument will be supported with primary evidence generated in our pedagogy and research that has shown the visualization and representational power of emerging 2D and 3D CADCAM tools. This paper will analyze the basic “digital design” process used by the writer’s student. Architectural form concepts, heretofore, impossible to model and represent, are now possible due to CADCAM. Emerging designers are integrating “digital thinking” in their fundamental conceptualization of form. These creative free-forms are only feasible for translation to tectonic form using digital design-make techniques. CADCAM tools are empowering designers for form exploration and design creativity. Current computing technology is now infusing the creative design process; the computer is becoming a design “partner” with the designer and is changing form and architecture; thus, we are now seeing unprecedented design-make creativity in architecture.
keywords Basic Design; CADCAM; Digital Design; Virtual 3D Models; Physical 3D Printed Models
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_c048c
id sigradi2006_c048c
authors Bruscato Portella, Underléa
year 2006
title I+D _ Ideación Digital en la Arquitectura Actual [I+D_Digital ideas in contemporary architecture]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 258-262
summary Based on study of recent projects develop by reputed architectural firms, this paper reviews the role of digital techniques in the conception of design, describing mainly the proposals for Philarmonic Orchestra of Copenhagen by Jean Nouvel and the Harbour of Tenerife by Herzog and De Meuron, Both projects state innovative architectural concepts with diverse graphic resources. Digital media is not used as a specific tool, but as an integrated repertoire related to design issues, Image processing, photo-collages, 3D modelling, renderings, colored layouts and graphic sequences are applied to explore novelty shapes, spatial qualities, functional arrangements and constructive strategies. In these cases computer technologies are participating in design generation supporting overall architectural creativity. In order to benefit from new design media that approach express the relevance of firms' culture related to innovation and development (I+D).
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
doi https://doi.org/10.52842/conf.acadia.2006.148
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
summary As tools, techniques, and technologies expand design practice, there is likewise an innovation in design teaching shifting technology from a means of production and representation to a means of discovery and development. This has implications on studio culture and design pedagogy. Expanding the skills based notion of digital design from know-how, or know-how-to-do, toward know-for, or knowledge-for-action, forms a synthetic relationship between the skills necessary for action and the developing motivations of a young designer. This shifts digital design pedagogy to a medium of active inquiry through play and precision. As digital tools and infrastructure are now ubiquitous in most schools, including the increasing digital material exchange enabled through laser cutters, CNC routers, and rapid prototyping, this topic node presents research papers that engage technology not simply as tools to be taught, but as cognitive technologies which motivate and structure a design students knowledge, both tacit and explicit, in developing a digital and material, ecological and social synthetic environment. Digital fabrication, the Building Information Model, and parametric modeling have currency in architectural education today yet, beyond the instrumentality of teaching the tool, seldom is it questioned what the deeper motivations these technologies suggest. Each of these tools in their own way form a synthesis between representational artifacts and the technological impact on process weaving a wider web of materials, collaboration among peers and consultants, and engagement of the environment that the products of design are situated in.If it is true that this synthetic environment enabled by tools, techniques, and technologies moves from a representational model to a process model of design, the engagement of these tools in the design process is of critical importance in design education. What is the relationship between representation, simulation, and physical material in a digitally mediated design education? At the core of synthetic pedagogies is an underlying principle to form relationships of teaching architecture through digital tools, rather than simply teaching the tools themselves. What principles are taught through teaching with these tools, and furthermore, what new principles might these tools develop?
series ACADIA
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 423-432
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id 2006_352
id 2006_352
authors Fricker, Pia and Oskar Zieta
year 2006
title CNC Compliant Methods of Design - Understanding Technology
doi https://doi.org/10.52842/conf.ecaade.2006.352
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 352-357
summary This paper investigates new design methods, showing the experimental use of new digital tools, CNC-techniques and technologies so as to expand the definition of contemporary architecture. This investigation of new technologies extends the traditional practice of architectural design to include issues of design, multimedia, programming, control systems and fabrication by using computer controlled machines. The main teaching and research focus of the Master of Advanced Studies in Architecture (MAS), Specialization in Computer Aided Architectural Design (CAAD), Prof. Dr. Ludger Hovestadt, is the computer based architectural design and its automated production. The aim of our research and teaching project is to achieve a close connection between design and production by embedding the “digital chain” in the whole process. The digital chain is a design and production sequence with no analogue steps; the process offers high flexibility in terms of design and production. The use of new digital tools in architecture extends the profession beyond traditional design.
keywords Digital Methods of Construction; Representation; Integration of CNC technology in Education; Digital Chain
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2006_e090b
id sigradi2006_e090b
authors Hanna, Sean and Turner, Alasdair
year 2006
title Teaching parametric design in code and construction
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 158-161
summary Automated manufacturing processes with the ability to translate digital models into physical form promise both an increase in the complexity of what can be built, and through rapid prototyping, a possibility to experiment easily with tangible examples of the evolving design. The increasing literacy of designers in computer languages, on the other hand, offers a new range of techniques through which the models themselves might be generated. This paper reviews the results of an integrated parametric modelling and digital manufacturing workshop combining participants with a background in computer programming with those with a background in fabrication. Its aim was both to encourage collaboration in a domain that overlaps both backgrounds, as well as to explore the ways in which the two working methods naturally extend the boundaries of traditional parametric design. The types of projects chosen by the students, the working methods adopted and progress made will be discussed in light of future educational possibilities, and of the future direction of parametric tools themselves. Where standard CAD constructs isolated geometric primitives, parametric models allow the user to set up a hierarchy of relationships, deferring such details as specific dimension and sometimes quantity to a later point. Usually these are captured by a geometric schema. Many such relationships in real design however, can not be defined in terms of geometry alone. Logical operations, environmental effects such as lighting and air flow, the behaviour of people and the dynamic behaviour of materials are all essential design parameters that require other methods of definition, including the algorithm. It has been our position that the skills of the programmer are necessary in the future of design. Bentley’s Generative Components software was used as the primary vehicle for the workshop design projects. Built within the familiar Microstation framework, it enables the construction of a parametric model at a range of different interfaces, from purely graphic through to entirely code based, thus allowing the manipulation of such non-geometric, algorithmic relationships as described above. Two-dimensional laser cutting was the primary fabrication method, allowing for rapid manufacturing, and in some cases iterative physical testing. The two technologies have led in the workshop to working methods that extend the geometric schema: the first, by forcing an explicit understanding of design as procedural, and the second by encouraging physical experimentation and optimisation. The resulting projects have tended to focus on responsiveness to conditions either coded or incorporated into experimental loop. Examples will be discussed. While programming languages and geometry are universal in intent, their constraints on the design process were still notable. The default data structures of computer languages (in particular the rectangular array) replace one schema limitation with another. The indexing of data in this way is conceptually hard-wired into much of our thinking both in CAD and in code. Thankfully this can be overcome with a bit of programming, but the number of projects which have required this suggests that more intuitive, or spatial methods of data access might be developed in the future.
keywords generative design; parametric model; teaching
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email
last changed 2016/03/10 09:53

_id 2006_444
id 2006_444
authors Horne, Margaret and Emine Mine Thompson
year 2006
title Extending the Palette - An analysis of the heterogeneity of techniques for communicating space
doi https://doi.org/10.52842/conf.ecaade.2006.444
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 444-453
summary This study offers an analysis of the increasing range of communication methods required by the emerging profession of the architectural technologist. It reviews the process of introducing methods of communication into the academic curriculum of undergraduate architectural technology students who have a need to select appropriate techniques in order to communicate to various stakeholders, design teams and clients. The paper reviews the integration of three-dimensional computer modelling technologies for the analysis and communication of proposed designs and considers the knowledge and skills which will be required to enable effective representation of increasingly complex buildings.
keywords Architectural Technology; Undergraduate Curriculum; Communication Methods; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia06_064
id acadia06_064
authors Luhan, Gregory A.
year 2006
title Synthetic Making
doi https://doi.org/10.52842/conf.acadia.2006.064
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 64-67
summary Various approaches of virtual and physical modeling have led to a synthetic form of making that is plastic and scalable in nature. This shift from traditional forms of representing and generating architecture now offers a better possibility of full-scale construction and fabrication processes and links transparently to industry. Architects are beginning to dynamically inform the visioning processes of assemblies and design through a range of precise subassemblies. Further to this end, the synthetic techniques and materials are opening up avenues for designers to investigate a range of fibers and fabrics that radically transform light and color renditions, and texture. Investigations in the realm of traditional materials such as stone, wood, and concrete continue to evolve, as do their associated methods of making. As a result of synthetic technologies, architects today have the possibility to work along side industry engineers and professionals to design castings, moldings, patterns, and tools that challenge not only the architectural work of art, but industrial and product design as well. This cultural shift from physical space to virtual space back to physical space and the combination of hand-, digital-, and robotic-making offers a unique juxtaposition of the built artifact to its manufacturing that challenges both spatial conventions and also the levels of precision and tolerance by which buildings are assembled. Traditional forms of documentation for example result typically in discrepancies between the drawn and the actualized which are now challenged by the level of precision and tolerance at the virtual level. It is within this context that leading-edge architects and designers operate today. Yet, how the profession and the academy respond to these opportunities remains an open line of inquiry and addressing these concerns opens up the rich potential enabled through synthetic making.
series ACADIA
email
last changed 2022/06/07 07:59

_id sigradi2006_e151c
id sigradi2006_e151c
authors Neumann, Oliver and Schmidt, Daniel
year 2006
title CNC Timber Framing – Innovative Applications of Digital Wood Fabrication Technology
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 304-307
summary The discourse on depleting natural resources and compromised environments have led to extended research on sustainable designs methods, building practices and materials. Beyond the actual performance of building products and components, research on sustainable building increasingly focuses on the long-term effects of the production, application and life cycle of building materials on the natural environment, human inhabitation and quality of life. Computer aided manufacturing technologies play a significant role not only in the transformation of design and building methods, but also in an extended discourse on cultural development. Globally available technologies connect the design and building process to a broad range of long-term ecological factors by creating a correlation between "the emergent political, economical and social processes and … architectural techniques, geometries and organization." Through this interrelationship to economy and culture, technology and its applications are also directly related to notions of place and territory as well as to fundamental ideas of ecology. The collaborative research and design study for an outdoor theater roof structure at the University of British Columbia Malcolm Knapp Research Forest at Maple Ridge, B.C., Canada, focuses on the use of digital media in prefabrication and material optimization. By utilizing small square section timber and minimizing the use of alienating connectors the research on the wood roof structure illustrates the potential of a design culture that seeks innovation in a broader understanding of ecology routed in regional culture, environmental conditions, economy and tradition. Labor intensive manufacturing techniques are redefined aided by computer controlled machines and virtual modeling of complex geometries is translated into simple operations. The result is a more sensible and accurate response to the place’s demands. In order to generate innovative design interventions that make a constructive long-term contribution to the preservation, maintenance and evolution of the environment, design needs to be based on a comprehensive understanding of its context and the distinctive qualities of the materials used. Following the example of the outdoor roof structure, this paper aims to define innovative design as work that resonates at the intersection of the fields of technology, material science, manufacturing processes, techniques of assembly and context that constitute the expanded context or complex ecology that projects need to engage. It is in design research studies like for the outdoor theater roof structure with focus on CNC wood fabrication technologies that the common design and building discourse is put to question, boundaries are explored and expanded and the collective understanding is improved towards ecological design.
keywords CNC Wood Fabrication; Design Innovation; Ecology
series SIGRADI
email
last changed 2016/03/10 09:56

_id acadia08_382
id acadia08_382
authors Peters, Brady; Xavier De Kestelier
year 2008
title Rapid Prototyping and Rapid Manufacturing at Foster + Partners
doi https://doi.org/10.52842/conf.acadia.2008.382
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, 382-389
summary Over the last 15 years, rapid prototyping has been an integral part of the design process in the car and aerospace industry (Brad Fox 2006). Recently the architecture profession has started to use these techniques in its design process (Greg Corke 2006), and some architecture schools have begun experimenting with these technologies. ¶ Foster + Partners have been one of the first architecture practices to fully integrate rapid prototyping within its design process. The technology was initially seen as a sketch model making tool in the early stages of the design, in particular for projects with complicated geometries. It surpassed this purpose within a year and it is now seen an essential design tool for many projects and in for many project stages. The office’s rapid prototyping department now produces about 3500 models a year. ¶ Besides, or perhaps because of, rapid prototyping, Foster + Partners have started to experiment with rapid manufacturing. This first was done through the design and manufacture of a Christmas tree for the charity organisation Save the Children.
keywords Complex Geometry; Design; Generative; Process; Rapid Prototyping
series ACADIA
last changed 2022/06/07 08:00

_id sigradi2006_c012b
id sigradi2006_c012b
authors Rodriguez Barros, Diana and Carmena, Sonia
year 2006
title Estudio Descriptivo de Prácticas Padagógicas Mediadas por Tecnologías Digitales en Facultades de Arquitectura y Diseño asociadas a la buena Enseñanza [Descriptive study of pedagogical practices mediated by digital technologies in school of architecture and design, associated to the good education]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 191-194
summary It is presented a descriptive type study link to the documentary investigation. It is considers to understand, interpretate and critically reconstruct the present practices of proyectual education in studio of school of architecture and design of the region in virtual surroundings, tie to good education. It was used the Burbules & Callister (2001) new emergent postecnocratic approach. It is boarded from the perspective of the authors, in its natural scenes, in its all complexity and its implicances. One worked with a quanti-qualitative methodology, where revision techniques, analysis, evaluation and interpretation of documental textual and visual materials from primary sources were integrated. One has been based on the selection of exposed works in Sigradi congresses, since its creation in 1997 to the present, with extended and updated versions of the authors. As conclusions are recognized professors that show expertise and disciplinar control, that develop investigation tasks tie to the education practices, that incorporate technologies valuating limitations and advantages, and that has recognized the multiple implicit effects in the technologically mediated practices.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ascaad2006_paper8
id ascaad2006_paper8
authors Abdullah, Sajid; Ramesh Marasini and Munir Ahmad
year 2006
title An Analysis of the Applications of Rapid Prototyping in Architecture
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Rapid prototyping (RP) techniques are widely used within the design/manufacturing industry and are well established in manufacturing industry. These digital techniques offer quick and accurate prototypes with relatively low cost when we require exact likeness to a particular scale and detail. 3D modeling of buildings on CAD-systems in the AEC sector is now becoming more popular and becoming widely used practice as the higher efficiency of working with computers is being recognized. However the building of scaled physical representations is still performed manually, which generally requires a high amount of time. Complex post-modernist building forms are more faithfully and easily represented in a solid visualization form, than they could be using traditional model making methods. Using RP within the engineering community has given the users the possibility to communicate and visualize designs with greater ease with the clients and capture any error within the CAD design at an early stage of the project or product lifecycle. In this paper, the application of RP in architecture is reviewed and the possibilities of modeling architectural models are explored. A methodology of developing rapid prototypes with 3D CAD models using methods of solid freeform manufacturing in particular Fused Deposition Modeling (FDM) is presented and compared against traditional model making methods. An economical analysis is presented and discussed using a case study and the potential of applying RP techniques to architectural models is discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2022_187
id sigradi2022_187
authors Andia, Alfredo
year 2022
title SynBio-Design: Building new infrastructures and territories with Synthetic Biology.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1213–1224
summary Which kind of imagination do we need for the future of our planet? In the past 150 years, we have completely transformed our biosphere. Today we have arrived at points of no return in global warming! The temperature of the Arctic Ocean will increase by 3-5°C by mid-century. This will lead to disastrous ocean acidification, sea-level rise, and worst of all the thawing of the permafrost that will release 1 trillion tons of carbon dioxide into the atmosphere. In this paper, we argue that building with biology will be the most important force to transform our planet. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. SynBio involves emerging techniques that allow us to design, edit, and engineer all kinds of living organisms. In this paper, we elaborate on its potential development in growing infrastructures and its impacts on architectural thinking.
keywords Bio-Inspired Design, Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology
series SIGraDi
email
last changed 2023/05/16 16:57

_id 2006_818
id 2006_818
authors Angulo, Antonieta
year 2006
title Communication in the Implementation of a Metacognitive Strategy for Learning to Design
doi https://doi.org/10.52842/conf.ecaade.2006.818
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 818-825
summary This paper describes an instructional communication strategy that makes use of time-based media techniques (story boarding and animation) in order to empower design studios with means to promote their students’ awareness on the acquisition of metacognitive knowledge and skills. This paper highlights the importance of including the communication of the design processes in the evaluation of learning outcomes. Moreover, the paper proposes that the students should be made constantly aware of their design processes and how effective are the methods they use. It is in this state of awareness that metacognitive knowledge is acquired: knowing how to learn to design. We can cultivate, exploit and enhance the capabilities of design learners, making them more confident and independent as learners as they understand what they need to know and what kind of strategies might work for different design problems and learning opportunities. In the development of an instructional strategy to accomplish this learning goal, the paper proposes it may be possible and potentially beneficial to transfer current metacognitive support strategies from a course on computer visualization techniques to the design studios. The paper elaborates on how these communication strategies could be transferred and implemented in a design studio setting. The results of a recent controlled experiment and considerations about the cognitive style of design students will be used in the preparation of recommendations for future full scale implementations in early design studios.
keywords Design learning; metacognitive learning strategy; time-based media
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
email
last changed 2022/06/07 07:54

_id ascaad2006_paper25
id ascaad2006_paper25
authors Artopoulos, Giorgos; Stanislav Roudavski and Francois Penz
year 2006
title Adaptive Generative Patterns: design and construction of Prague Biennale pavilion
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper describes an experimental practice-based research project that considered design process, implementation and construction of a pavilion built to be part of the Performative Space section of the International Biennale of Contemporary Art, Prague 2005. The project was conceptualized as a time-bound performative situation with a parasite-like relationship to its host environment. Its design has emerged through an innovative iterative process that utilized digital simulative and procedural techniques and was formed in response to place-specific behavioral challenges. This paper presents the project as an in-depth case-study of digital methods in design, mass customization and unified methods of production. In particular, it considers the use of Voronoi patterns for production of structural elements providing detail on programming and construction techniques in relationship to design aspirations and practical constraints.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2006_paper6
id ascaad2006_paper6
authors Biloria, Nimish; Kas Oosterhus, and Cas Aalbers
year 2006
title Design Informatics: a case based investigation into parametric design scripting and CNC based manufacturing techniques
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary The research paper exemplifies a novel information integrated design technique developed at ONL (Oosterhuis and Lenard), Netherlands, specifically appropriated for manifesting complex geometric forms. The ‘informed design technique’, apart from being highly instrumental in conceptualizing and generating the geometric component constituting architectural form in a parametric manner, is also efficiently utilized for precise computer aided manufacturing and construction of the speculated form. Geometric complexities inherent in contemporary architectural constructs and the time spent in appropriation of such topologies, fueled the ‘informed design’ approach, which caters to issues of timely construction, precision oriented design and production (visual and material) and parametric modeling attuned to budgetary fluctuations. This designresearch approach has been tested and deployed by ONL, for conceiving ‘the Acoustic Barrier’ project, Utrecht Leidsche Rijn in the Netherlands and is treated as a generic case for exemplifying the ‘informed design’ technique in this research paper. The design methodology encourages visualizing architectural substantiations from a systems perspective and envisages upon a rule based adaptive systems approach involving extrapolation of contextual dynamics/ground data in terms of logical ‘rules’. These rules/conditionalities form the basis for spawning parametric logistics to be mapped upon geometric counterparts exemplifying the conception. The simulated parametric relations bind dimensional aspects (length, width, height etc.) of the geometric construct in a relational manner, eventually culminating in a 3D spatial envelope. This evolved envelope is subsequently intersected with a ‘parametric spatio-constructive grid’, creating specific intersecting points between the two. A pattern of points attained from this intersection: ‘the point cloud’ serves as a generic information field concerning highly specific coordinates, parameters and values for each individual point/constructive node it embodies. The relations between these points are directly linked with precise displacements of structural profiles and related scaling factors of cladding materials. Parallel to this object oriented modeling approach, a detailed database (soft/information component) is also maintained to administer the relations between the obtained points. To be able to derive constructible structural and cladding components from the point cloud configuration customized Scripts (combination of Lisp and Max scripts) process the point cloud database. The programmed scriptroutines, iteratively run calculations to generate steel-wire frames, steel lattice-structure and cladding panels along with their dimensions and execution drawing data. Optimization-routines are also programmed to make rectifications and small adjustments in the calculated data. This precise information is further communicated with CNC milling machines to manifest complex sectional profiles formulating the construct thus enabling timely and effective construction of the conceptualized form.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia06_489
id acadia06_489
authors Bonswetch, T., Kobel, D., Gramazio, F., Kohler, M.
year 2006
title The Informed Wall: applying additive digital fabrication techniques on architecture
doi https://doi.org/10.52842/conf.acadia.2006.489
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 489-495
summary In this work in progress report we present the results of a four week design studio with graduate students as part of a broader research project on investigating digital additive fabrication processes and their implications on architectural design.In a simple test arrangement we realized the digital design and additive fabrication of two by three meters brick walls. The use of bricks, being the primary module for construction, and at a relatively coarse resolution, allowed us to concentrate on the design of completely programmed walls encompassing material-dependent parameters. The resulting prototypes depict the great potential of the integration of the design and the fabrication process. Non-standardized solutions can be easily accomplished as the design data is directly used to control the fabrication process. In using an additive digital fabrication process, a novel architectural product of the kind “brick wall” emerged, which could not have been conceived or fabricated manually.
series ACADIA
email
last changed 2022/06/07 07:54

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