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 caadria2009_174
id caadria2009_174
authors Chen, Chiung-Hui
year 2009
title A Prototype Using Multi-Agent Based Simulation in Spatial Analysis and Planning
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 513-521
doi https://doi.org/10.52842/conf.caadria.2009.513
summary Pedestrian’s movements and spatial cognition in urban environments are main issues for urban designers in urban spatial planning and analysis. This paper aims to study interactions between a behavioural model of pedestrians and urban spaces. The pedestrians can be represented by an agent program, and behavioural reactions of walking agents under different stimulus can be further simulated. Thus, this study suggests that, a correlation study on pedestrian behaviours and spatial environments become the criterion for urban designers in order to help them create better flows.
keywords Spatial analysis, multi-agent, behaviour, simulation
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2009_154
id caadria2009_154
authors Chiang, Shuo-Tao; Sheng-Fen Chien
year 2009
title Notes on Designing Multi-Display spaces
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 461-470
doi https://doi.org/10.52842/conf.caadria.2009.461
summary This research attempts to integrate a new technology–Multi- Display Environment (MDE)–into the design and creation of new architectural spaces–multi-display spaces. The research objective is to formulate a set of design guidelines that advise designers on the effective use of the MDE technology, so that the technology may become a new design element and enables designers to show amplification effects of spaces. Two empirical studies are conducted. Based on the results of empirical studies, a set of multi-display space design guidelines is formulated with three key aspects: scene selection, display allocation and display arrangement. The design guidelines require further validations through practical applications. Nevertheless, the research introduces a new design element for designers to think about the future of architectural spaces with more opportunities and possibilities.
keywords Multi-display environments; spatial cognition; design guidelines
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
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
doi https://doi.org/10.52842/conf.acadia.2018.216
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 ascaad2009_michael_ambrose
id ascaad2009_michael_ambrose
authors Ambrose, Michael A.
year 2009
title Spatial and Temporal Sequence: Film, animation and design theory - toward a constructed morphology
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. 165-176
summary This paper presents an investigation of film, space, form and motion to expose issues of spatial perception. The objective is to use a brief moment of constructed moving imagery (a film scene) as the vehicle to develop a spatial/temporal sequence. The design research focuses on an examination of the procedure or process constructed by the director/cinematographer. The changing position of the camera continually changes the relationship of the frame to the viewed context. The project asks the student to interpret the spatial and temporal transformation, through the continual oscillation between foreground and background, in an effort to unravel the pretext of the singular point of view to reveal the intention of the filmmaker. The project discussed here focuses on a relationship between the projection of space in architectural representation and the production of space through complex geometries relative to temporal discontinuities and the way in which they agitate and alter one another. Drawing topological relationships between of the paths, or trajectories of movement, within a proposed scene of a film is the vehicle for investigation in this project. An event or configuration complete in itself, but forming part of the larger collection, is modelled and transformed to suggest various structural and temporal definitions with respect to spatial portrayal through the composition of time and the cinematic frame. In particular, spatial animation of a sequence of framed condition was to be explored in the development of a spatial episode.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2009_087
id ecaade2009_087
authors Asanowicz, Aleksander
year 2009
title Evolution of Design Support Methods – from Formal Systems to Environment
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. 817-824
doi https://doi.org/10.52842/conf.ecaade.2009.817
wos WOS:000334282200100
summary In the paper the main stages of the evolution of aided design methods (which led to the formation of new spaces of creation) will be presented. The first way in which human tried make his work easier were direct introduction of scientific researches in practice. Comprehension and studying the structure of design process creates real conditions for increase of its efficiency. Thanks to methodological researches the systematic design methods were developed. The next steep was introducing the IT technologies into the design process. Firstly as a simple tool, and after as the participant of the creative process. Last years an idea of “direct designing” – the use of VR as an environment for the spatial forms creation was elaborated. The environment starts to play a role of an active mediator joining the real world, the men and the computer. In this environment the designer has access to the processes and sources of creative activity. The qualitatively new process of architectural designing arises.
keywords Methodology, creativity, design environment
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2009_887
id sigradi2009_887
authors Barría Chateau, Hernán Alberto; Rodrigo García Alvarado; Cecilia Poblete Arrendondo
year 2009
title Anarquitectura Digital [Digital Anarchitecture]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This article reviews the work and the artistic and architectural context of the artist Gordon Matta-Clark. It checks the context as well as the urban and social conditions of his interventions, to place these works in contemporary culture. In particular this paper analyzes “Splitting”, Matta-Clark´s work that synthesizes his critical attitude to the Modern condition; using computational techniques of geometric modeling, visualization, graphics, digital manufacturing and structural analysis to explore and determine the formal rules and materials used by the artist to develop actions with significant spatial and social connotations.
keywords Anarchitecture; Modeling; Visualization; Digital Manufacturing; Structural Analysis
series SIGRADI
email
last changed 2016/03/10 09:47

_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 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 caadria2009_208
id caadria2009_208
authors Chen, Irene Rui; Marc Aurel Schnabel
year 2009
title Retrieving Lost Space With Tangible Augmented Reality
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 135-142
doi https://doi.org/10.52842/conf.caadria.2009.135
summary Tangible Augmented Reality can be an innovative way for designers to understand the spatial conception. Due to the high integration of tactile and vision, this realm allows users to gain a better understanding how to retrieve ‘lost space’ in an urban context. By using a variety of visualisation methods, such as wireframe and transparencies, hidden or other ways unperceivable (lost) space is made available. With the aid of Tangible Augmented Reality designers are subsequently able to evaluate the design context and its solution more holistically. This paper argues that the retrieval of lost space enhances the design communication.
keywords Tangible augmented reality; tangible user interface; augmented reality
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2010_055
id caadria2010_055
authors Chen, Zi-Ru; Chung-Yang Wang, Pei-Chien Hung and Yu-Tung Liu
year 2010
title Preliminary tectonic phenomena of diversified architectural spatial forms in digital age
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 599-608
doi https://doi.org/10.52842/conf.caadria.2010.599
summary The research on tectonics in the architectural field began from the middle of nineteenth century and in recent twenty years digital technology gradually developed and permeated through the field of architecture. Liu and Lim (2006, 2009) integrated classic and digital tectonic factors a present framework of new tectonics. However, the previous studies related to the tectonics in this digital age were only on architectural cases that use a great deal of digital media. The research wants to know what and how the tectonic factors affect the different spatial forms of modern architecture and focused on a case study of the diversified spatial forms, orthogonal, folding and curving. The results show the classic tectonic thinking is imperative until now. It is critical to prove the significance of adding the new digital tectonic factors in digital age.
keywords Digital and classic tectonics; spatial form; digital media
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2009_012
id caadria2009_012
authors Chiu, Hao-Hsiu
year 2009
title Research on Hybrid Tectonic Methodologies for Responsive Architecture
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 493-502
doi https://doi.org/10.52842/conf.caadria.2009.493
summary This research intends to provide a comprehensive understanding and tectonic patterns of responsive architecture. By qualitatively analyzing a series of critical responsive buildings from Ito’s early Wind Tower through Diller and Scofidio’s Blur Building to Cloud 9’s recent Habitat Hotel, tectonic themes of “lightness”, “morphing”, ”improvisation”, and “networking” are set to the elucidate methodological relationships between their tectonic expressions and design concepts. Based on these designated themes, manipulation of materiality, techniques of construction, and mechanism of responsiveness in the studied cases are comparatively discussed and demonstrated with visualization of their tectonic design patterns. The objective of this research is to stress on the importance of tectonic consistency and offer evidences in combining physical components with digital configurations in order to achieve poetic expressions of structure, function, as well as aesthetics so that genuine spatial quality for digital era can be truly revealed.
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2009_188
id cf2009_188
authors Crotch, Joanna; Mantho, Robert and Horner, Martyn
year 2009
title SPATIALGENESIS: Event based digital space making
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 188-199
summary Digital technologies and processes have been used to generate architectural form for over two decades, now the recent advances in digital technologies have allowed virtual digital environments to be constructed from physical movement. But can a bridge that connects the physical and virtual realms be developed? Can this currently arbitrary form making be grounded in human activity and subsequently be integrated in to real time, space and place.
keywords Digital morphogenesis, spatial, social interaction
series CAAD Futures
email
last changed 2009/06/08 20:53

_id caadria2009_073
id caadria2009_073
authors Dave, Bharat; Jules Moloney
year 2009
title Augmenting Time and Space in Design Inquiries
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 523-532
doi https://doi.org/10.52842/conf.caadria.2009.523
summary Our research revolves around developing applications of augmented reality technologies to support changing temporal contexts in architectural design. In order to ground this research in contemporary professional culture, we first undertook a structured data gathering exercise, analysis of which will inform development of new AR technologies and tools to support temporal visualisation of architectural designs. This paper reports on the first phase of this project in which we undertook extended conversations and documentation of 22 design offices that represent practices of varying sizes and competencies. The intention of this data collection exercise was to map out spectrum of design issues and representations that specifically revolve around changing temporal or spatial contexts in design. This paper reports collection and preliminary analysis of data intended for developing specifications of future AR applications.
keywords augmented reality; design representations; spatio-temporal design; contextual design
series CAADRIA
email
last changed 2022/06/07 07:55

_id 6548
id 6548
authors Derix C and Coates P
year 2009
title Digital Masterplanning: Smart Solutions for Spatial Planning (SSSP)
source In The Complete UrbanBUZZ, Jualiana O’Rourke (ed), University College London Press, 2009
summary SSSP is exploring ways in which planners, policy makers, urban designers and computational designers can work together to generate and analyse masterplans using digital workflows.
keywords urban planning, digital workflow, pedestrian scale, generative morphology
series book
type normal paper
email
last changed 2012/09/20 21:51

_id ascaad2009_danilo_di_mascio
id ascaad2009_danilo_di_mascio
authors Di Mascio, Danilo
year 2009
title Digital Reconstruction and Analysis of Turchinio’s Trabocco: A method of digital reconstruction of a complex structure as a way to improve our knowledge of a cultural heritage artifact
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. 177-189
summary The aim of the following paper is to show a method of digital reconstruction and analysis of an important artifact pertaining to the Abruzzo cultural heritage, the ‘trabocco’. In fact recent software for graphics and architecture, such as CAD, graphics editor, and those dedicated to three-dimensional modeling and rendering are tools that open new opportunities in the study of cultural heritage artifacts, The more the complexity of the object to study, the more the advantages for their use. A formal and structural complexity characterize the trabocchi, pile constructions typical of the Abruzzo coast, that go back to the middle of XVII century and the subject of this study is the trabocco of Punta Turchinio, the most famous and complex of the coast. Among the digital reconstruction’s objectives there are: Increase the knowledge of the ‘trabocco’ and generate a series of information necessary to define and manage a recovery plan; to study more deeply the technologic decomposition of the four main sub-systems with related abacus of the technological elements and create static and animated graphics restitutions such as renderings and animations to understand some spatial and formal characteristics.
series ASCAAD
email
last changed 2009/06/30 08:12

_id cf2009_458
id cf2009_458
authors Dillenburger, Benjamin; Braach, Markus and Hovestadt, Ludger
year 2009
title Building design as individual compromise between qualities and costs: A general approach for automated building generation under permanent cost and quality control
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 458-471
summary We introduce an evolutionary design approach for the automatic arrangement of a predefined space program on a given site. The design goal is to distribute floor spaces while ensuring the essential building performance and usage. The presented evolutionary strategy is applied to acquire optimal design solutions considering both environmental conditions and inner organization under diversified fitness functions. The evaluation process consists of the direct analysis of the spatial network and the physical factors in an adequate accuracy. The method provides a fast generation of qualified volumetric studies. The resulting buildings become a manifested compromise between qualities and cost.
keywords Evolutionary strategy, multi-fitness criteria, dual graph representation, network analysis, building envelope
series CAAD Futures
email
last changed 2009/06/08 20:53

_id cf2009_173
id cf2009_173
authors Din, Edouard; Economou, Athanassios
year 2009
title Emergent symmetries: visual computations – A group theoretical analysis of the Smith House by Richard Meier
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 173-187
summary This work proposes the use of partial order lattices along with represent-ational schemes to account for patterns of ambiguity and emergence in the description of designs. The complexity of such designs is viewed as an aggregation of spatial layers that can all be decomposed by the subgroup relations of the symmetry of the configuration. At the end, this methodology points to a combinatorial approach that generates visual prototypes for future use in design synthesis. Here, Meier’s work is just a case study that validates the group theoretical approach.
keywords Abstraction, partial order lattice, recombinant, visual prototype
series CAAD Futures
email
last changed 2009/06/08 20:53

_id ecaade2022_367
id ecaade2022_367
authors Doumpioti, Christina and Huang, Jeffrey
year 2022
title Field Condition - Environmental sensibility of spatial configurations with the use of machine intelligence
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 67–74
doi https://doi.org/10.52842/conf.ecaade.2022.2.067
summary Within computational environmental design (CED), different Machine Learning (ML) models are gaining ground. They aim for time efficiency by automating simulation and speeding up environmental performance feedback. This study suggests an approach that enhances not the optimization but the generative aspect of environmentally driven ML processes in architectural design. We follow Stan Allen's (2009) idea of 'field conditions' as a bottom-up phenomenon according to which form and space emerge from local invisible and dynamic connections. By employing parametric modeling, environmental analysis data, and conditional Generative Adversarial Networks [cGAN] we introduce a generative approach in design that reverses the typical design process of going from formal interpretation to analysis and encourages the emergence of spatial configurations with embedded environmental intelligence. We call it Intensive-driven Environmental Design Computation [IEDC], and we employ it in a case study on a residential building typology encountered in the Mediterranean. The paper describes the process, emphasizing dataset preparation as the stage where the logic of field conditions is established. The proposed research differentiates from cGAN models that offer automatic environmental performance predictions to one that spatial predictions stem from dynamic fields.
keywords Field Architecture, Environmental Design, Generative Design, Machine Learning, Residential Typologies
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2009_1055
id sigradi2009_1055
authors Ferreira, Jane Victal
year 2009
title Pensando o tempo e o espaço [Thinking time and space]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper compares the musical and architectural languages exploring the similarities between works related to Twelve-tone music and Descontruction. To do this, first looks at Opus 27 by Anton Webern whose goal was to explore the spatiality in the context of sound perception by using a topology based on a square matrix of twelve rows and columns. Next, compares these procedures to those adopted by Peter Eisenman to design the conceptual model Guardiola House (1988), demonstrating the affinity between spatial and temporal constructions in the works of these two authors.
keywords Peter Eisenman; Anton Webern; Dodecafonismo; Deconstrutivismo
series SIGRADI
email
last changed 2016/03/10 09:51

_id ecaade2009_021
id ecaade2009_021
authors Fleischmann, Moritz; Ahlquist, Sean
year 2009
title Cylindrical Mesh Morphologies: Study of Computational Meshes based on Parameters of Force, Material, and Space for the Design of Tension-Active Structures
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. 39-46
doi https://doi.org/10.52842/conf.ecaade.2009.039
wos WOS:000334282200003
summary In experimenting with digital processes for simulating the behavior of tension-active cable nets, a method was developed for creating informed geometries by utilizing computational meshes that carry properties of structure, space, and material. A spring-based particle system provided the dynamics to simulate the flow of tension force through the geometry. Particular functions were scripted to embed logics for fabrication and analysis of spatial parameters. This formulated a lightweight, reactive design tool for which multiple cable net morphologies could be quickly generated. This paper will describe the experiments in creating the method to generate such cable net morphologies, and discuss the potential application for this computational framework to apply to other architectural systems.
keywords Computation, particle system, spring, dynamic relaxation, processing, fabrication
series eCAADe
email
last changed 2022/06/07 07:51

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