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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_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2007_461
id cf2007_461
authors Moloney, Jules
year 2007
title A Framework for the Design of Kinetic Façades
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 461-474
summary The particular requirements of kinetic façades are discussed in relation to a general model for future CAAD research – a 3D digital prototype based on (1) the concurrent evaluation of quantitative and qualitative performance over time (2) the calibration of geometry and physics to materiality and mechanics. Concurrent performance in the case of kinetic façades is determined by the dual role as environmental screens and the socio-cultural function as the public face of architecture. From these principles a framework is proposed that informs the conceptualisation of software that will address unique requirements - the design of façades as process systems that perform over a range of time scales.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id eaea2009_piga
id eaea2009_piga
authors Piga, Barbara E.A.
year 2011
title The Urban Simulation and Projects Evaluation Laboratory at the Politecnico di Milano: An Educational and Research Facility
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 115-120
summary At the beginning of 2007 an Italian Urban Simulation Laboratory was founded at the Politecnico di Milano. The laboratory, coordinated by prof. Fausto Curti, has been developed thanks to the one year presence of the visiting professor Peter Bosselmann, director of the Environmental Simulation Laboratory at the University of California at Berkeley. The laboratory has an interdisciplinary approach and a threefold mission: experiment, using the laboratory setting to study urban projects at different scales; communicate, aiding public communication by making urban projects understandable to everyone; integrate and innovate, working on different kind of simulations techniques in an integrated way. In its initial experience the laboratory is primarily a didactic and research facility. Students can join the work and participate actively to the research. Until now about 40 students have worked with us, more than a half were foreign students from all over the world. The majority of the students did an internship of about 150 (three-year degree) or 300 (master degree) hours and some of them have continued working after this period developing a thesis. At the moment the case study, used as a pilot research, is about the Porta Nuova project at the Garibaldi- Repubblica area in Milan. The 300.000 mq of the total area and its well served central position make this place strategic for Milan. In this area the adopted urban transformation plan is creating a new business center that affects redevelopment projects, new infrastructures, and a park. The overall project will overhanging the surroundings city center with some of the highest buildings of its skyline. The importance of the site and the dimension of the project make this case significant to test the use of simulation for supporting evaluations about morphological aspects, comfort conditions, visual impacts, and other aspects that directly influence the quality of the new urban spaces. We are now applying different simulation methodologies in order to better understand the peculiar usefulness of each kind as a tool to support evaluation. As any kind has its own limits we work with different typologies at the same time. We are working with 1:500 scale physical model of a 1 km square of the area and different kind of static and dynamic simulations. We developed, with an external office, a micro-car to move a micro-camera in the maquette. We use this equipment to better explain the project implications to the students by producing subjective shot videos or showing a walk in real-time. To reproduce in a better way some relevant walks through the transformed site we have also produced some videos made of a superimposition of the real existing context and the virtual projects. To do this we used a rendered video of the project superimposed to the filmed promenade of the today condition, previously recorded using steadycam. A lot of static simulations has been employed to better understand the new city configuration from some representative points of view, as for example the roof of the Duomo cathedral. We are now developing some other kinds of analysis such as shadows impact; this is done by using a 1:1000 scale maquette in the Heliodon, but also with some digital tools. In the next future a work with the wind tunnel will help to understand some other comfort implications of the project at the micro-urban scale. The multilayer approach is the main aim of the laboratory and is an important tool to clarify the multidimensional project impacts to the students. In this way the laboratory can be a learning tool, it can stimulate the project process and support decision-making while improving the knowledge about the correct use of simulations for evaluating the cumulative implications of the proposed urban processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ecaade2007_146
id ecaade2007_146
authors Post, Jelle; Koutamanis, Alexander
year 2007
title Linking Measurement, Simulation and Prediction
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 515-522
doi https://doi.org/10.52842/conf.ecaade.2007.515
summary In the last decade Computational Building Performance Simulation (CBPS) has acquired the reputation of a solid analytical method. However, this reputation relies mostly on the admittedly advanced and robust theoretical and algorithmic basis of performance simulation techniques. On the practical side, building simulation has yet to live up to expectation. The main reason is that simulation use is not as widespread as it should. Applications are mostly academic, mainly validation studies. This has led us to the assumption that the applicability and usability of performance simulations require additional components that link them more closely to design processes and facilitate their integration in everyday design activities. In this paper we present the results of research into a working method for location-specific daylight simulation. Our method is based on the satisfication of a number of requirements common to many types of CBPS: validated simulation algorithms, flexible, fast calibration by means of real-world measurement, multiyear, location-specific environmental data, and support of both measured and mathematical environmental data models.
keywords Simulation, daylight, integration
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2007_134
id ecaade2007_134
authors Rüdenauer, Kai; Dohmen, Philipp
year 2007
title Heuristic Methods in Architectural Design Optimization
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 507-514
doi https://doi.org/10.52842/conf.ecaade.2007.507
summary This paper focuses on optimization methods and their role in the “digital chain” in architectural design and production. These methods were developed in the research phase of the project ‘New Monte Rosa Shelter’ to improve cost efficiency and to adapt the design for the specific environmental and constructive constraints of the site. The New Monte Rosa Shelter is a project designed by students for a mountain shelter at high altitude. For transportation and construction reasons, optimization was required to minimize costs, material, and weight of the structure. For this project a series of programs using genetic algorithms were written to optimize the geometry of the wooden framework. These programs were combined to create a digital toolset, giving the architects direct output of surface information from the framing data, and allowing for output as a three-dimensional model. This optimization toolset gives creative control back to the architects themselves, who can now transform and manipulate the architecture. This paper describes the overall process, and outlines one specific optimization tool, a program that enables architects to “fill” the wooden framework automatically with different material and construction systems and understand the cost and efficiency implications based upon the structural analysis software and the programmed heuristic methods.
keywords Heuristics, algorithm, evolutionary strategy, digital chain, generative design, computer aided optimization
series eCAADe
email
last changed 2022/06/07 07:56

_id ascaad2007_047
id ascaad2007_047
authors Sidawi, B.
year 2007
title A Theoretical Framework for the Implementation of Building User’s Lifestyle in nD CAD System
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 595-606
summary People’s lifestyle, traditions and culture affect the way they live, interact with the built environment and erect buildings. Lifestyle influences the physical characteristics of the space such as: organization of spaces, distances between spaces and location of spaces. Taking lifestyle aspects into account by architects would provide comfortable environment that is tailored to people needs and aspirations. On the other hand, rapid developments in computer modeling of buildings since 1960, led to the invention of 3D CAD systems that are capable of modeling the physical volume, shape and form of buildings and helping project team members to virtually visualize buildings. 4D CAD systems went beyond the mere 3D modeling of the physical building as they link the 3D virtual building model with other building’s information such as construction process, cost estimation etc. The nD CAD research that emerged in the late 1990s proposed endless dimensions of CAD modeling that would include the building regulations’ requirements, basic user needs and client requirements. This paper argues that it would not be enough to model the client requirements and some of user/ occupant’s physical and environmental aspects as it does not reflect the real utilization of the building by building’s user and the way that he/ she likes to live. This research aims to define the lifestyle characteristics of the architectural space and its boundaries. It suggests that various aspects of the user’s lifestyle such as degree of privacy, flexibility and adaptability required for each space, organization of internal spaces and style of spaces should be implemented in the future nD CAD models. Such implementation would enable designers to consider real life scenarios, model the real needs of people and provide the adequate end product for them.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_174
id ecaade2007_174
authors Carrara, Gianfranco; Fioravanti, Antonio
year 2007
title X-House – A Game to Improve Collaboration in Architectural Design
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 141-149
doi https://doi.org/10.52842/conf.ecaade.2007.141
summary The current research we are conducting refers to a general model of architectural design. The complexity of the present-day design process is such that new ICT tools are required to consciously and appropriately govern the design choices. In particular, the tools that involve the early phases of the design process, when the choices crucial to the entire building process are made. In this perspective we are developing, together with a general model of architectural design based on Collaborative Design (CD), a simplified version of it – the _-House game – that can be used to help university students appreciate the complexity of doing architecture and building. This “simplified version” of the general model is therefore a useful ‘design training tool’ in the case of complex problems that can be solved by means of iterations, trade-offs, creativity, and group work; and at the same time makes it possible to highlight, define and link relatively little known aspects of design, such as scheduling, relations among operators, decision-making mechanisms, and process and design priorities.
keywords Collaborative design, game, research and education, web based design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id ecaade2007_216
id ecaade2007_216
authors Hamid, Bauni
year 2007
title Mapping Design Process into Process Design: Implementing Collaborative Design from Social Psychological Approaches
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 711-716
doi https://doi.org/10.52842/conf.ecaade.2007.711
summary In this paper we view the process of collaboration as a social setting, rather than a problem of communication. It involves and is impacted by social, non-technical aspects, such as lack of shared understanding, conflict, availability and motivation of the participants, and other factors that can facilitate or impede the goals of the collaborative enterprise. We propose to use a social and psychological approach. The ideal model should be a collaborative design system that can facilitate the socially constructed interactions among participants, as well as the communication of information. The proposed system should enable participants to assess the typical problems of collaboration. We build up our effort towards this goal by developing a representation system of collaborative design process. In this research we attempt to map collaborative design process into process design by using our proposed representation system. Our intention is to enable the existing system visually representing the integration of design stage to the whole construction process: since project planning until building operation.
keywords Design process: process design, collaborative design, social psychology
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2007_089
id caadria2007_089
authors Onishi, Yasunobu; Mitsuo Morozumi, Riken Homma and Takahiro Maruyama
year 2007
title Web-based Asynchronous Design Discussion Tool with Utilities for Attaching Comments to Image Data
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.s2x
summary In today’s global, multi-faceted society, architectural design has become a collaborative effort. Often, however, team members are separated by distance and difference in work hours. In order to keep team members connected, research groups have been developing groupware for communication and data sharing using information and communication technology. The results of recent research indicate that the systems developed are useful especially in the early phases of the architectural design process. While these systems cannot support the most important process in design collaboration— the decision making itself—they will enable team members to communicate effectively. The goal of this research is to develop a decision support groupware for the design team. As the first step, in order to enhance interaction among team members, we developed a web-based asynchronous design discussion tool named DesIBo: Design Interaction Board, such as Bulletin Board System. This paper deals with the development of DesIBo employing new concepts about entering and browsing comments and evaluating that system. In the future, we will add a decision-support function to DesIBo.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2007_017
id cf2007_017
authors Wang, Xiangyu
year 2007
title Mutually Augmented Virtual Environments for Architectural Design and Collaboration
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 17-29
summary Augmented Reality (AR) augments real environment by means of virtual objects and Augmented Virtuality (AV) augments virtual environment with the insertion of real entities. Current AR and AV systems exist independently. This paper proposes a novel concept – Mutual Augmentation (MA) where AR and AV co-exist to form a seamlessly integrated mega-space by sharing certain real/virtual entity. This paper presents a systematic framework of exploring MA for supporting collaboration, communication, and coordination in architectural design beyond traditional single real/virtual space. It also opens up a key direction for future research into Collaborative Virtual Environments, AR and AV.
series CAAD Futures
type normal paper
email
last changed 2007/07/06 12:47

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2007_af81
id sigradi2007_af81
authors Cattani, Airton; Asdrubal Antoniazzi; Jaqueline Viel Caberlon Pedone; Ana Elisia Costa; Paulo Vasconcelos Hayet
year 2007
title Study of computer modeling tools in historical environmental research [Comparação entre ferramentas de modelagem computacional em pesquisa sobre ambientes históricos]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 332-335
summary Computer simulation is an important learning tool for architecture, both for assessing projects and for investigating historical data. This study presents the initial results from research into computer simulation of historic spaces using computer modeling tools. The results discuss the viability of this kind of resource in studies of historical heritage, while at the same time consolidating learning procedures in virtual environments.
series SIGRADI
email
last changed 2016/03/10 09:48

_id caadria2007_451
id caadria2007_451
authors Chan, Chiu-Shui
year 2007
title Evaluating the Cognition in a Work Space Virtually
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.v8d
summary In any built environment, there exist certain subtle stimuli that affect the occupants’ cognitive processes and performance. This research intends to identify: (1) what environmental stimuli an office building would generate that could affect the habitants’ cognitive ability, and (2) how the habitants react to these stimuli. The goals of the study are to develop a new method for using immersive virtual reality to represent a built environment for simulating environmental impact, and to discover factors that could influence habitants’ cognitive performance in a space. It is expected that the discoveries could advance the application of virtual reality to study human cognition in architecture.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_593
id caadria2007_593
authors Fukuda, Tomohiro; Atsuko Kaga, Masahiro Kawaguchi and Wookhyun Yeo
year 2007
title Development of Soil Calculation Function in 3-D VR System for Environmental Design
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.i5u
summary When performing an architectural design or an environmental design with complicated geographical features, soil calculation is needed to study the soil balance between the amount of cut and the amount of bank. In recent years, construction activities involving small environmental load have been called for. Therefore, it is necessary to stop the discharge of surplus soil. Moreover, the result of soil calculation can show that the landscape after completion may change greatly. A system which can study soil calculation and landscape simultaneously is called for. Furthermore, to correspond to the citizen participation type design process, a system which can allow understanding of a plan by stakeholders who do not have professional knowledge is called for. This research studies landscape and soil calculation with the aim of developing a possible system. A 3D-VR system which studies environmental design is extended and a soil calculation function in which high precision calculation and visual expression are possible is developed.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_030
id ascaad2007_030
authors Hoog, J.;C. Falkner and P. Seifried
year 2007
title Collaborative spaces as learning environments: How Schools of Architecture may find their Way into the Virtual World
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 357-364
summary 3D virtual environments provided by current information and communication technologies offer new opportunities for architecture, potentially opening a completely new domain for architectural practice. Within this paper we describe scenarios for the use of 3D virtual environments at schools of architecture based on experiences from an EC-funded research project for the establishment of 3D - virtual campus for VIPA (Virtual campus for virtual space design Provided for European Architects). The campus was conceived as an extension of the existing learning management system used at TU-Vienna, Moodle. Within VIPA three virtual environments were tested as collaborative labs, for teaching architecture, and as digital environmental design tools: Open Croquet, Blender and Second Life.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_221
id ecaade2007_221
authors Kaga, Atsuko ; Miyagawa, Atsushi ; Fukuda, Tomohiro
year 2007
title Construction of a Participatory Community Space Design System
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 99-106
doi https://doi.org/10.52842/conf.ecaade.2007.099
summary Residents’ active participation is necessary for a feasible community design from the planning stage to maintenance and management. it is necessary to show information related to a plan efficiently to facilitate understanding, and to consider a plan in a limited time. The purpose of this study is to develop a Community Space Design system (CSDS) that can use GIS data and Real-time simulation, in order to support comprehension of 3D area information during continuous development. Using CSDS, participants were able to treat various GIS data fixed, and a subject called the division and the disaster prevention of a community, which the object ground is holding can be understood visually on the same 3D space as real space. Because their solution was found, the design was accepted quickly.
keywords Environmental design, virtual reality, real-time simulation, GIS
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2007_295
id caadria2007_295
authors Kaga, Atsuko; Hahm Joohyung
year 2007
title Construction of the Dynamic Environmental Knowledge Web for a Sustainable Environmental Design
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.d4d
summary This research considered position information and described the construction of an environmental knowledge website of the dynamic user participation type that can collect and send information, and that allows discussion about ecology, the environment, and sustainability. By perusing the distribution of the knowledge using position information on a 2D map and a 3D virtual space, an environmental knowledge website which can grasp spatial distribution was built.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_005
id ascaad2007_005
authors Loh, E.; N. Dawood and J. Dean
year 2007
title Integration of 3D Tool with Environmental Impact Assessment (3D EIA)
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 51-66
summary Environmental Impact Assessment (EIA) tools have been available for some years now and their function is predominantly to predict and identify the environmental impact of building projects. However EIA analysis is often done after the completion of the project or building and when it is too late to influence the design, materials or components to be used. Also, more than 80% of the design decisions that influence the whole life cycle of a building are made at the initial design phase. EIA does not receive the required attention. A new approach is suggested in this research to ensure that designers, clients and stakeholders have all of the relevant information needed at the outline design stage for the assessment of cost and environmental impact. The idea is that building owners and users will have the opportunity to minimise their operating costs from ‘cradle to cradle’. As energy resources reduce over the next few decades, the value of this research will increase and it is possible to foresee government legislation which drives building construction in this direction. By making environmental impact analysis readily linked to 3D products at the very early stage of the design process, the value of 3D technology will be enhanced significantly resulting in more use of the technology in the construction process. In this context, the objective of this paper is to introduce and explore approaches for developing integrated 3D- EIA, LCA (Life Cycle Analysis) and LCCA (Life Cycle Cost Analysis) and VR (Virtual Reality) tools and develop trade-off analysis to assist in the decision making process. To demonstrate initial results, a pilot case study in the UK is being developed.
series ASCAAD
last changed 2008/01/21 22:00

_id ecaade2014_011
id ecaade2014_011
authors Marie Davidova
year 2014
title Ray 2:The Material Performance of Solid Wood Based Screen
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 153-158
doi https://doi.org/10.52842/conf.ecaade.2014.2.153
wos WOS:000361385100016
summary The wood - humidity interaction of solid wood has been tested through generations on Norwegian traditional panelling. This concept has been further explored by Michael Hensel and Steffen Reichert with Achim Menges on plywood and laminates in basic research. Plywood or laminates are better programmable but they are less sustainable due to the use of glue. This research focused on predicting the performance of solid wood in tangential section which is applied to humidity-temperature responsive screen for industrial production. With the method Systems Oriented Design, the research evaluated data from material science, forestry, meteorology, biology, chemistry and the production market. Themethod was introduced by Birger Sevaldson in 2007 with the argument that the changes in our globalized world and the need for sustainability demands an increase of the complexity of the design process. (Sevaldson 2013)Several samples has been tested for its environmental interaction. The data has been integrated in parametric models that tested the overall systems. Based on the simulations, the most suitable concept has been prototyped and measured for its performance. This lead to another sampling of the material whose data are the basis for another prototype. Ray 2 is an environmental responsive screen that is airing the structure in dry weather, while closing up when the humidity level is high, not allowing the moisture inside.
keywords Material performance; solid wood; wood - humidity interaction
series eCAADe
email
last changed 2022/06/07 07:59

_id ascaad2007_057
id ascaad2007_057
authors Menges, A.
year 2007
title Computational Morphogenesis: Integral Form Generation and Materialization Processes
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 725-744
summary Natural morphogenesis, the process of evolutionary development and growth, derives polymorphic systems that obtain their complex form, organisation and versatility from the interaction of system intrinsic material capacities and external environmental influences and forces. One striking aspect of natural morphogenesis is that formation and materialisation processes are always inherently and inseparably related. In stark contrast to these integral development processes of material form, architecture as a material practice is mainly based on design approaches that are characterised by a hierarchical relationship that prioritises the definition and generation of form over its subsequent materialisation. This paper will present an alternative approach to design that entails unfolding morphological complexity and performative capacity without differentiating between form generation and materialisation processes. Based on an understanding of material systems not as derivatives of standardized building systems and elements but rather as generative drivers in the design process this approach seeks to develop and employ computational techniques and digital fabrication technologies to unfold innate material capacity and specific latent gestalt. Extending the concept of material systems by embedding their material characteristics, geometric behaviour, manufacturing constraints and assembly logics within integral computational models promotes an understanding of form, material and structure not as separate elements, but rather as complex interrelations in polymorphic systems resulting from the response to varied input and environmental influences and derived through the logics and constraints of advanced manufacturing processes. These processes will be explained along 8 research projects.
series ASCAAD
email
last changed 2008/01/21 22:00

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