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 acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
doi https://doi.org/10.52842/conf.acadia.2018.216
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 216-225
summary The Catoptric Surface research project explores methods of reflecting daylight through a building envelope to form an image-based pattern of light on the interior environment. This research investigates the generation of atmospheric effects from daylighting projected onto architectural surfaces within a built environment in an attempt to amplify or reduce spatial perception. The mapping of variable organizations of light onto existing or new surfaces creates a condition where the perception of space does not rely on form alone. This condition creates a visual effect of a formless atmosphere and affects the way people use the space. Often the desired quantity and quality of daylight varies due to factors such as physiological differences due to age or the types of tasks people perform (Lechner 2009). Yet the dominant mode of thought toward the use of daylighting tends to promote a homogeneous environment, in that the resulting lighting level is the same throughout a space. This research project questions the desire for uniform lighting levels in favor of variegated and heterogeneous conditions. The main objective of this research is the production of a unique facade system that is capable of dynamically redirecting daylight to key locations deep within a building. Mirrors in a vertical array are individually adjusted via stepper motors in order to reflect more or less intense daylight into the interior space according to sun position and an image-based map. The image-based approach provides a way to specifically target lighting conditions, atmospheric effects, and the perception of space.
keywords full paper, non-production robotics, representation + perception, performance + simulation, building technologies
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia09_75
id acadia09_75
authors Ottevaere, Olivier; Hanna, Sean
year 2009
title Quasi-Projection: Aperiodic Concrete Formwork for Perceived Surface Complexity
doi https://doi.org/10.52842/conf.acadia.2009.075
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 75-81
summary Aperiodic tiling patterns result in endlessly varied local configurations of a limited set of basic polygons, and as such may be used to economically produce non-repeating, complex forms from a minimal set of modular elements. Several well-known tilings, such as by Penrose (2D) and Danzer (3D), have been used in architecture, but these are only two examples of an infinite set of possible tilings that can be generated by the projection in two or three dimensions of high-dimensional grids subject to rotations. This paper proposes an interface that enables the user to parametrically search for such tilings. Assembly rules are explained by which arbitrary geometry as specified by NURBS surfaces may be based on the pattern to form a non-repeating complex surface. As an example, the fabrication in concrete of a cylindrical tiling is used to demonstrate the mass production of a continuous, free-flowing structure with the aid of a minimum amount of formwork.
keywords Quasicrystals, aperiodic tiling, strip projection method, assembly rules, tangential continuity, formwork, modularity
series ACADIA
type Normal paper
email
last changed 2022/06/07 08:00

_id caadria2009_031
id caadria2009_031
authors Abdelhameed, Wael
year 2009
title Cognition Model in Conceptual Designing
doi https://doi.org/10.52842/conf.caadria.2009.771
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 771-780
summary Both design researchers and cognitive scientists have developed various process models to study human creative behaviour in design. The models developed are often based on observations of design processes and analysis of design protocols. This research paper reports the-stateof- the-art in the area of cognition models that present design activities in conceptual designing. The research paper investigates the approaches of these cognition models. A new approach of a cognition activity model in conceptual designing is proposed. The new approach used in the introduced model takes into the account factors and activities that are related to the external environment of design (design medium). The external environment has an important role in the cognition activities and the evaluation process in a way that can hardly be ignored or neglected. The presented model of cognition activities in conceptual designing highlights two main factors employed in all the iteration loops of the model, namely: media use and representation. Case studies of architecture students’ designs have been analyzed. The analysis of these case studies helped in forming the proposed model. Various results have been concluded and reported.
keywords Cognition model; conceptual designing; design process; design theory
series CAADRIA
email
last changed 2022/06/07 07:54

_id ascaad2014_023
id ascaad2014_023
authors Al-Maiyah, Sura and Hisham Elkadi
year 2014
title Assessing the Use of Advanced Daylight Simulation Modelling Tools in Enhancing the Student Learning Experience
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 303-313
summary In architecture schools, where the ‘studio culture’ lies at the heart of students’ learning, taught courses, particularly technology ones, are often seen as secondary or supplementary units. Successful delivery of such courses, where students can act effectively, be motivated and engaged, is a rather demanding task requiring careful planning and the use of various teaching styles. A recent challenge that faces architecture education today, and subsequently influences the way technology courses are being designed, is the growing trend in practice towards environmentally responsive design and the need for graduates with new skills in sustainable construction and urban ecology (HEFCE’s consultation document, 2005). This article presents the role of innovative simulation modelling tools in the enhancement of the student learning experience and professional development. Reference is made to a teaching practice that has recently been applied at Portsmouth School of Architecture in the United Kingdom and piloted at Deakin University in Australia. The work focuses on the structure and delivery of one of the two main technology units in the second year architecture programme that underwent two main phases of revision during the academic years 2009/10 and 2010/11. The article examines the inclusion of advanced daylight simulation modelling tools in the unit programme, and measures the effectiveness of enhancing its delivery as a key component of the curriculum on the student learning experience. A main objective of the work was to explain whether or not the introduction of a simulation modelling component, and the later improvement of its integration with the course programme and assessment, has contributed to a better learning experience and level of engagement. Student feedback and the grade distribution pattern over the last three academic years were collected and analyzed. The analysis of student feedback on the revised modelling component showed a positive influence on the learning experience and level of satisfaction and engagement. An improvement in student performance was also recorded over the last two academic years and following the implementation of new assessment design.
series ASCAAD
email
last changed 2016/02/15 13:09

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2009_024
id caadria2009_024
authors Chang, Teng-Wen; Ching-Jung Lin and Yi-Yen Wang
year 2009
title Exploring Intended Implicate Solution
doi https://doi.org/10.52842/conf.caadria.2009.567
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 567-576
summary Design is an iterative exploration process that will invoke many fragmented information with continuous iteration. While fragmented, implicit information lay among these fragmented pieces has shown more potential to achieve some goals that we might skip during the decisionmaking. These potential design goals named implicit intended solution are the problem spaces we want to explore in this research. Therefore, the continuous thinking/operation process cross these fragmented design decision might show some insights for discovering implicit intended solutions. This is a two-fold problem, without exploration and its continuous iteration characteristics, these solutions might not even be found or possible found. Therefore, in this paper we have conducted a research based on visualizing these implicit intended solutions as well the exploration process for finding them.
keywords Design diagrams; time-based media; visualization
series CAADRIA
email
last changed 2022/06/07 07:56

_id ascaad2009_tellef_dannevig
id ascaad2009_tellef_dannevig
authors Dannevig, Tellef; Jostein Akre Thorvaldsen and Ramzi Hassan
year 2009
title Immersive Virtual Reality in Landscape Planning
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 349-364
summary In Norway there has been an increased focus on participatory planning the latter years. The public is now supposed to be included in the planning process. The documents which the public have access to usually consists of the project`s technical drawings. In some cases, the documents include perspective drawing or computer rendering supplied by the stakeholder. Most affected parties are non professional in terms of planning, and have little or no experience dealing with the plans. Therefore, the information they rely on most cases is the perspective images, which easily can be manipulated. A system that enables all parties engaged in the planning process to visualize planning scenarios in a much realistic way is therefore needed. Virtual Reality is a tool that enables the viewer to move freely in a three dimensional digital environment. In this virtual world, different levels of interactivity can be added. The Norwegian University of Life Sciences (UMB) has recently installed a new immersive Virtual Reality system based on the idea of ConCave theatre. This research study is making use of the new ConCave theatre in order to test whether VR can be used as an enhancement of the communication process between professionals and amateurs and between professionals. By presenting digital models of different level of detail to two subject groups consisting of students with planning background and two groups without such experience we first investigated perception in an immersive VR-environment.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id ascaad2009_marek_hnizda
id ascaad2009_marek_hnizda
authors Hnizda, Marek
year 2009
title Systems-Thinking: Formalization of parametric process
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 215-223
summary This paper details a design process focused on explicit digital parametric modeling as an integral system-outcome design. This investigation isolates and alters a simple geometric form (cylinder) in a constructed architectural design method. Systems are defined as logical, sequential operations inherent to the resultant effects. These operations within each system are composed of various parameters, singular entities containing or referencing data. Given specific data, operations are preformed culminating with corresponding outcomes. The two main components of this research pertain to object extraction and transformation. A single grain silo (cylinder), as the architectural/geometric object under examination, is tested using a system of varied parameters inputted into the program Grasshopper, an “explicit history” graphic plug-in for Rhinoceros. This application is utilized to digitally manipulate parameters as objects in a nodal arrangement. Throughout the operations execution, this isolated silo will be transformed into a multitude of versions, then regrouped into the original cluster of silos to expose the implications from patterning, adjacency, and repetition given the proximity of the each silo and its new parametric characteristics. As the various parameters in specific operations affect the system as a whole, so is each adjacent silo in proximity given the same or similar operation? This then is translated and reflected in the outcome. This research seeks to explore design process by applying constant digital 3-D reductive geometric, modular forms inviting systems thinking in parametric environments that can lead to architectural design implications. By focusing on the technical aspect of the parameterization and valuing functionality rather then style, the process becomes focused on formal qualities as the system-outcome relationships. This research tests the “aesthetic implications” of a varied mode of digital design, namely the investigation of an architectural process utilizing parametric design.
series ASCAAD
email
last changed 2009/06/30 08:12

_id cf2011_p110
id cf2011_p110
authors Mcmeel, Dermott
year 2011
title I think Therefore i-Phone: The influence of Pervasive Media on Collaboration and Multi-Disciplinary Group Work
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 69-84.
summary The study of value and its transfer during the multi-disciplinary process of design is stable fodder for research; an entire issue of Design Studies has been devoted to Values in the Design Process. By scrutinising design meetings Dantec (2009) and Ball (2009) separately examine the mechanisms of value transfer between the agents involved in design (clients, designers, engineers). Dantec suggests this is best understood in terms of requirement, values and narrative; Ball proposes it should be viewed as a combination of "analogical reasoning" and "environmental simulation". If we look at Vitruvius and his primary architectural manual (Pollio 1960) we find values‚Äîin the form of firmitas, utilitas and venustas‚Äîembedded in this early codification of architectural practice. However, as much current research is restricted to design practice what occurs when value frameworks move between domains of cultural activity (such as design to construction and vice-versa) is not privileged with a comparably sizable body of research. This paper is concerned with the ongoing usage of pervasive media and cellular phones within communications and value transfer across the disciplinary threshold of design and construction. Through participation in a building project we analyse the subtleties of interaction between analogue communication such as sketches and digitally sponsored communication such as e-mail and mobile phone usage. Analysing the communications between the designer and builder during construction suggests it is also a creative process and the distinctions between design and construction processes are complex and often blurred. This work provides an observational basis for understanding mobile computing as a dynamic ‚Äòtuning‚Äô device‚Äîas hypothesized by Richard Coyne (2010)‚Äîthat ameliorates the brittleness of communication between different disciplines. A follow up study deploys ‚Äòdigital fieldnotes‚Äô (dfn) a bespoke iPhone application designed to test further suppositions regarding the influence exerted upon group working by mobile computing. Within collaboration individual communiqu_©s have different levels of importance depending on the specific topic of discussion and the contributing participant. This project furthers the earlier study; expanding upon what mobile computing is and enabling us to infer how these emergent devices affect collaboration. Findings from these two investigations suggest that the synchronous and asynchronous clamour of analogue and digital tools that surround design and construction are not exclusively inefficiencies or disruptions to be expunged. Observational evidence suggests they may provide contingency and continue to have value attending to the relationship between static components‚Äîand the avoidance of failure‚Äîwithin a complex system such as design and construction.
keywords collaboration, design, mobile computing, digital media
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia09_66
id acadia09_66
authors Menges, Achim
year 2009
title Performative Wood: Integral Computational Design for Timber Constructions
doi https://doi.org/10.52842/conf.acadia.2009.066
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 66-74
summary Wood differs from most building materials in that it is a naturally grown biological tissue. Thus wood displays significant differentiation in its material makeup and structure as compared to most industrially produced, isotropic materials. Upon closer examination wood can be described as an anisotropic natural fiber system with different material characteristics and related behavior in different directions relative to the main grain orientation. Because of its differentiated internal capillary structure wood is also hygroscopic. It absorbs and releases moisture in exchange with the environment and these fluctuations cause differential dimensional changes. In architectural history the inherent heterogeneity of wood and the related more complex material characteristics have been mainly understood as a major deficiency by the related crafts, timber industry, engineers and architects alike. This paper will present an alternative design approach and associated computational design tools that aim at understanding wood’s differentiated material make up as its major capacity rather than a deficiency. Along two design experiments the related research on an integral computational design approach towards unfolding wood’s intrinsic material characteristics and performative capacity will be discussed. The first experiment explores the anisotropic characteristics of wood by exploiting the differential bending behavior in relation to the local induction of forces through which a specific overall morphology can be achieved. The second experiment focuses on the hygroscopic property of wood as the base for developing a surface structure that responds to changes in relative humidity with no need for any additional electronic or mechanical control.
keywords Wood, materiality, prototype, performance, responsive design
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:58

_id caadria2009_091
id caadria2009_091
authors Pitts, Greg; Sambit Data
year 2009
title Parametric Modelling of Architectural Surfaces
doi https://doi.org/10.52842/conf.caadria.2009.635
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 635-644
summary Parametric modelling is gaining in popularity as both a fabrication and design tool, but its application in the architectural design industry has not been widely explored. Parametric modelling has the ability to generate complex forms with intuitively reactive components, allowing designers to express and fabricate structures previously too laborious and geometrically complex to realise. This allows designers to address a project at both the macro and micro levels of resolution in the governing control surface and the individual repetitive component. This two level modelling control, of component and overall surface, can allow designers to explore new types of form generation subject to parametric constraints. Shading screens have been selected as the focus for this paper and are used as a medium to explore form generation within a given set of functional parameters. Screens can have many applications in a building but for the purpose of the following case studies, lighting quality and passive sun control are the main functional requirement. A set of screen components have been designed within certain shading parameters to create a generic component that can automatically adapt to any given climatic conditions. These will then be applied to surfaces of varying degrees of geometric complexity to be analysed in their ability to correctly tessellate and create a unified screening array true to the lighting requirements placed on the generic component.
keywords Parametric Modelling: Screening; Design; Fabrication
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaadesigradi2019_508
id ecaadesigradi2019_508
authors Yenice, Yagmur and Park, Daekwon
year 2019
title V-INCA - Designing a smart geometric configuration for dry masonry wall
doi https://doi.org/10.52842/conf.ecaade.2019.2.515
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. 515-520
summary Soil is still used as a building material in many parts of the world, especially in rural areas. Approximately 30% of the world's population is still living in shelters made by soil (Berge 2009). One of the techniques is using soil in mudbrick form, which is sun dried instead of being fired in kilns. However, mud bricks have low compressive and tensile strength. Instead of enhancing the mix formula, we focus on designing the geometry of the brick itself to improve walls' overall compressive and tensile strength. The goal of the research is to explore an innovative way to build masonry walls through geometrical examination together with computer aided design. Unlike traditional horizontal laying of the rectangular brick elements, 3D designed blocks take advantage of gravity and foster an accelerated assembly without mortar. They create a balance point in the middle of the wall during the construction. The geometry of V-INCA blocks allows dry construction which will reduce the amount of time spent on the site. Load distribution and the friction between two surfaces are sufficient to have a dry construction. Thus, a wall built with V-INCA is stronger intrinsically due to its geometry.
keywords Dry masonry construction; smart geometrical design; on-site material; compressed earth blocks; Inca masonry
series eCAADeSIGraDi
email
last changed 2022/06/07 07:57

_id caadria2009_144
id caadria2009_144
authors Tsung-Hsien Wang
year 2009
title Procedural Reconstruction of NURBS Surfaces
doi https://doi.org/10.52842/conf.caadria.2009.597
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 597-606
summary A potential way to bridge the gap between complex form generation and models for physical manifestations is to panelize NURBS surfaces with polygonal faces. This paper investigates the transition from NURBS surface to a mesh solid through a procedural modeling approach, in the process, illustrating how a discretized planar surface can be reconstructed for form generation and further exploration. The paper promotes this approach as an efficient way to modeling complex forms using an example drawn from real life architecture to demonstrate a generative process with customized restructuring.
keywords Rule-based; surface reconstruction; procedural modelling; architectural exploration
series CAADRIA
email
last changed 2022/06/07 07:57

_id ijac20097304
id ijac20097304
authors Datta, Sambit; Hanafin, Stuart; Pitts, Gregory
year 2009
title Experiments with stochastic processes: Facade subdivision based on wind motion
source International Journal of Architectural Computing vol. 7 - no. 3, 389-402
summary Constraint based tools for architectural design exploration need to satisfy aesthetic and functional criteria as well as combine discrete and continuous modes of exploration. In this paper, we examine the possibilities for stochastic processes in design space exploration. Specifically, we address the application of a stochastic wind motion model to the subdivision of an external building envelope into smaller discrete components. Instead of deterministic subdivision constraints, we introduce explicit uncertainty into the system of subdivision. To address these aims, we develop a model of stochastic wind motion; create a subdivision scheme that is governed by the wind model and explore a design space of a façade subdivision problem. A discrete version of the façade, composed of light strips and panels, based on the bamboo elements deformed by continuous wind motion, is developed. The results of the experiments are presented in the paper.
series journal
last changed 2009/10/20 08:02

_id ecaade2009_003
id ecaade2009_003
authors Brell-Cokcan, Sigrid; Reis, Martin; Schmiedhofer, Heinz; Braumann, Johannes
year 2009
title Digital Design to Digital Production: Flank Milling with a 7-Axis CNC-Milling Robot and Parametric Design
doi https://doi.org/10.52842/conf.ecaade.2009.323
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 323-330
summary Just recently Flank Milling has opened up new possibilities in detailing large-scale architectural building envelopes. Whereas examples such as the Hungerburgbahn by Zaha Hadid show the application of Flank Milling at the end of the architectural manufacturing process, our research, in contrast, focuses on the implementation of constraints immanent to manufacturing techniques as early architectural design parameters. This process is explored by the help of generative modeling tools, to allow an intuitive design of freeform parametric curves and surfaces while at the same time obeying crucial geometric conditions. In this paper, we will focus on the “digital design to digital production” process on a 7-axis industrial CNC -robot.
wos WOS:000334282200039
keywords CNC milling technologies, robot-milling, parametric design, freeform surface, digital architecture
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20097206
id ijac20097206
authors Stahre, Beata; Billger, Monica; Anter, Karin Fridell
year 2009
title To Colour the Virtual World - Difficulties in Visualizing Spatial Colour Appearance in Virtual Environments
source International Journal of Architectural Computing vol. 7 - no. 2, 289-308
summary This paper discusses the problems of visualizing colour appearance in an interactive virtual environment (VE) from the viewpoint of practice based architectural research. The discussion is based upon the research information project Virtual Colour Laboratory (VCL), the aim of which is to visually present and demonstrate existing research results on spatial colour phenomena for educational purposes, in the shape of a software application. During the work on this project, various problems connected to the visualization of colour appearance have emerged which are discussed in relation to current research on spatial experience and visual appearance in VEs. The aim of the paper is to focus on the importance of colour appearance in digital modelling as well as to highlight the problems of visualizing colour appearance interactively. The term colour appearance is used here as a general concept for the perceived colour of a surface or object.
series journal
last changed 2009/08/11 08:39

_id caadria2009_097
id caadria2009_097
authors Lin, Chieh-Jen; Mao-Lin Chiu
year 2009
title Open Case Study
doi https://doi.org/10.52842/conf.caadria.2009.393
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 393-399
summary The aim of the paper is to establish an ontology-based case encoding tool with sufficient formalization and expansibility to assist users for organizing the case information and increasing the feasibility of the design knowledge in a case library. The tool is named Open Case Study (OCS). OCS is a formalized and expandable tool for authoring metadata of a case library and organizing them by their semantic ontology. By using the templates constructed by design experts, such as design teachers or experienced architects, OCS provides the user with explicit but adaptable guidelines for case analysis and encoding. OCS then performs the searching and mapping function provided by Open Ontology. Thus, when the user is encoding the information segments of cases, relevant knowledge chunks in the case library can then be immediately provided, such as relevant senses in similar cases, all atoms of a relevant sense, and known value ranges of a relevant property. This assists users to avoid data mistake and duplication in encoding design cases.
keywords Case library; design knowledge; knowledge representation; semantic ontology; and metadata
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2009_176
id caadria2009_176
authors Lowe, Russell
year 2009
title Computer Game Modding for Architecture
doi https://doi.org/10.52842/conf.caadria.2009.163
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 163-172
summary This paper will describe the design and evolution of an open source Ruby plug-in for Google SketchUp that allows geometry with UVW mapping to be exported for integration within a popular first person computer game (UT2004 and UT3 by Epic games). It will illustrate the advantages of this simplified workflow by discussing the range of complex geometries, lighting, atmospherics and interactive opportunities arrived at by students at the University of New South Wales School of Architecture. The paper will use examples of work generated using this new workflow to critically reflect on previous efforts in the use of computer games technology for architectural representation. An argument is made that while the instability that characterized computer game modding in the recent past can be productively embodied by experienced designers in architectural design projects instability itself and the complexities it engenders does not facilitate computer game modding by less experienced designers. The formal complexity and richness of experience presented by less experienced student’s speaks to the advantages of using a simplified workflow while highlighting strengths and weaknesses in previous approaches.
keywords Computer, Game, Architecture, SketchUp, Ruby
series CAADRIA
email
last changed 2022/06/07 07:59

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