CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 358

_id ecaade2010_183
id ecaade2010_183
authors Bourdakis, Vassilis
year 2010
title Designing Interactions: A step forward from time based media and synthetic space design in architectural education
doi https://doi.org/10.52842/conf.ecaade.2010.151
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.151-156
wos WOS:000340629400016
summary The paper follows the development of digital tools for architects and briefly discusses their utility within education and practice. The move from static CAD tools to time based media followed by programmatic processes and virtual environment design is addressing the evolution of the profession and to an extent reflects practitioners’ needs. The paper focuses on the notion of interactivity and how it is been addressed in various fields. Borrowing from computer science and game design the author presents a course dealing with designing interactivity, responsiveness and users feeding their input back in the design. The aim of the paper is to analyse and support a new set of tools in architectural curricula that will implement interactivity and integrate it into spatial design leading to a holistic approach promoting intelligence, hybridity and responsiveness of the built environment. Following, the elaboration of the rationale, a brief discussion on tools and project directions is carried out.
keywords Interaction; Virtual environments; Time based media; Curriculum; Intelligent environments
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20108103
id ijac20108103
authors Narahara, Taro
year 2010
title Designing for Constant Change: An Adaptable Growth Model for Architecture
source International Journal of Architectural Computing vol. 8 - no. 1, 29-40
summary Design of universal components that can tolerate technological, environmental, and circumstantial changes over time is a challenge for an architect. In this paper, I would like to propose a scaled prototype of architectural components that can reconfigure themselves into globally functional configurations based on feedback from locally distributed intelligence embedded inside the component. The project aims at demonstrating a design system that can respond to dynamically changing environment over time without imposing a static blueprint of the structure in a top-down manner from the outset of design processes. The control of the subunits are governed by the logic of a distributed system simulated by the use of multiple microcontrollers, and appropriate geometrical configurations will be computationally derived based on physical-environmental criteria such as solar radiation from various sensors and social-programmatic issues.
series journal
last changed 2019/05/24 09:55

_id acadia10_258
id acadia10_258
authors Doumpioti, Christina; Greenberg, Evan L.; Karatzas, Konstantinos
year 2010
title Embedded Intelligence: Material Responsiveness in Façade Systems
doi https://doi.org/10.52842/conf.acadia.2010.258
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 258-262
summary This paper presents recent research for new mechanical systems and façade designs that are able to respond to environmental changes through local interactions, inspired by biological systems. These are based on a model of distributed intelligence founded on insect and animal collectives, from which intelligent behavior emerges through simple local associations. Biological collective systems integrate material form and responsiveness and have the potential to inform new architectural and engineering strategies. The proposed façade system uses integrated sensors and actuators that moderate their local environments through simple interactions with their immediate neighbors. Computational techniques coupled to manufacturing methods and material logics create an integral design framework leading to heterogeneous environmental and structural conditions, producing local responses to environmental stimuli, and ultimately, effective performance of the whole system.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id ecaade2010_158
id ecaade2010_158
authors Kuo, Jeannette; Zausinger, Dominik
year 2010
title Scale and Complexity: Multi-layered, multi-scalar agent networks in time-based urban design
doi https://doi.org/10.52842/conf.ecaade.2010.651
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.651-657
wos WOS:000340629400070
summary Urban design, perhaps even more than architecture, is a timedependent discipline. With its multi-layered complexities, from individual buildings to entire regions, decisions made at one level, that may not show effect immediately, may prove to have disastrous consequences further down the line. The need to incorporate time-based simulations in urban modeling, and the demand for a means of evaluating the changes have led to explorations with multi-agent systems in computation that allow for decisions to be decentralized. From the first basic rule-based system of Conway’s Game of Life [1] to recent urban simulations developed at institutions like the ETH Zurich [2], or UCL CASA [3], these programs synthesize the various exigencies into complex simulations so that the designer may make informed decisions. It is however not enough to simply use parametrics in urban design. Rules or desires implemented at one scale may not apply to another, while isolating each scalar layer for independent study reverts to the disjunctive and shortsighted practices of past planning decisions. Central to current parametric research in urban design is the need to deal with multiple scales of urbanism with specific intelligence that can then feed back into the collective system: a networked parametric environment. This paper will present the results from a city-generator, developed in Processing by Dino Rossi, Dominik Zausinger and Jeannette Kuo, using multiagent systems that operate interactively at various scales.
keywords Agent-based modeling; Cellular automata; Parametric urbanism; Neural network; Complexity; Genetic algorithm; Urban dynamics
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia10_263
id acadia10_263
authors Beaman, Michael Leighton; Bader, Stefan
year 2010
title Responsive Shading | Intelligent Façade Systems
doi https://doi.org/10.52842/conf.acadia.2010.263
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 263-270
summary As issues of sustainability gain traction for architects, methodologies for designing, analyzing, and calibrating design solutions have emerged as essential areas of research and development. A number of approaches have been pursued with regard to embedding data into the design process, most fall into one of two approaches to research. The first approach is to mediate environmental impact at the level of applied technology; the second alters building methods and material construction, generating efficient energy use. However, few approaches deal with the crafting of relationships between information and performance on an architectural level. We will examine an approach focused on understanding how crafting relationships between information and design can move architecture towards achieving sustainability. In developing this approach, we created a data-driven design methodology spanning from design inception to construction. Data-driven models, common in the fields of natural science, offer a method to generate and test a multiplicity of responsive solutions. By contextualizing the solutions generated, we were able design though a set of specific and controlled responses rather than as a singular solution. Information utilization requires a new kind of craft that moves beyond instances into relationships and offers performance sensitive issues in design a focused trajectory. We applied this method to the research and development of a responsive shading structure built in conjunction with a thermal testing lab for two test locations – Austin, Texas (Figure. 1 and 2) and Munich, Germany. The following paper chronicles the design and construction at the Texas site over an academic semester.
series ACADIA
type normal 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 caadria2010_000
id caadria2010_000
authors Dave, Bharat; Andrew I-kang Li, Ning Gu and Hyoung-June Park
year 2010
title CAADRIA2010: New frontiers
doi https://doi.org/10.52842/conf.caadria.2010
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, 644p.
summary The ideas and projects described in papers on the following pages provide one snapshot of current research in computer-aided architectural design from around the world. The papers explore the field from diverse perspectives, emphasise different foci, employ a range of methodologies, and demonstrate many different ways in which designs and designing can be construed, understood and supported using digital tools and technologies. The notion of frontiers in this collection of papers reflects not just a quest for new problems but also a reassessment of what we already know, not just what is conventionally understood as design in terms of tangible material configurations but also what may exist only as processes or as immaterial and virtual representations.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2010_074
id ecaade2010_074
authors Droste, Stephan
year 2010
title Extreme Designing: Proposal for the transfer of concepts from the agile development to the architectural design process
doi https://doi.org/10.52842/conf.ecaade.2010.661
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.661-666
wos WOS:000340629400071
summary Obviously, design collaboration, the design process, and its methods are strongly interdependent. In order do understand collaborative processes and their requirements, methods of design process are focused prelimarly. After the hype during the last decades collaborative design seems to remain in a selfcentred discourse with little concrete application outside the academic world, while in the same time collaboration is omnipresent in conventional architectural design. Interestingly, the initiation of the so called agile methods in software design were initiated by new tools and paradigms in software design and on the other hand defective conditions in the collaborative process, corresponding widely to the challenges of the architectural design process. This paper opposes principles of software development to the architect’s approach to (early) design. Subsequently some implications for the extension of (collaborative) design tools are suggested.
keywords Design process; Collaborative design; Design methods; Agile processes; Software development
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2010_109
id ascaad2010_109
authors Hamadah, Qutaibah
year 2010
title A Computational Medium for the Conceptual Design of Mix-Use Projects
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 109-116
summary Mix use development is receiving wide attention for its unique sustainable benefits. Nevertheless, the planning and designing of successful mixed use projects in today's environment is a complex matrix of skill sets and necessary collaborations between various stakeholders and design professionals. From a design point of view, architects are required to manage and coordinate large information sets, which are many time at odds with one another. The expansive space of knowledge and information is at its best vague and substantially ill-structured. A situation that continues to overburden architects mental and intellectual ability to understand, address and communicate the design issue. In the face of this complex condition, designers are gravitating towards information modeling to manage and organize the expansive data. However, is becoming increasingly evident that current building information modeling applications are less suited for early design activity due to their interrupted and rigid workflows. Against this background, this paper presents a theoretical framework for a computational medium to support the designer during early phases of exploring and investigating design alternatives for mix-use projects. The focus is on the conjecture between programming and conceptual design phase; when uncertainty and ambiguity as at its maximum, and the absence of computational support continues to be the norm. It must be noted however, the aim of the medium is not to formulate or automate design answers. Rather, to support designers by augmenting and enhancing their ability to interpret, understand, and communicate the diverse and multi-faceted design issue. In literature on interpretation, Hans-Georg Gadamer explains that understanding is contingent on an act of construction. To understand something is to construct it. In light of this explanation. To help designers understand the design issue, is to help them construct it. To this end, the computational medium discussed in this paper is conceived to model (construct) the mix-use architectural program. In effect, turning it into a dynamic and interactive information model in the form of a graph (network). This is an important development because it will enable an entirely new level of interaction between the designer and the design-problem. It will allow the designer to gather, view, query and repurpose the information in novel ways. It will offer the designer a new context to foster knowledge and understanding about the ill-structured and vague design issue. Additionally, the medium would serve well to communicate and share knowledge between the various stakeholders and design professionals. Central to the discussion are two questions: First, how can architects model the design program using a graph? Second, what is the nature of the proposed computational medium; namely, its components and defining properties?
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia11_372
id acadia11_372
authors James, Anne; Nagasaka, Dai
year 2011
title Integrative Design Strategies for Multimedia in Architecture
doi https://doi.org/10.52842/conf.acadia.2011.372
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 372-379
summary Multidisciplinary efforts that have shaped the current integration of multimedia into architectural spaces have primarily been conducted by collaborative efforts among art, engineering, interaction design, informatics and software programming. These collaborations have focused on the complexities of designing for applications of multimedia in specific real world contexts. Outside a small but growing number of researchers and practitioners, architects have been largely absent from these efforts. This has resulted in projects that deal primarily with developing technologies augmenting existing architectural environments. (Greenfield and Shepard 2007)This paper examines the potential of multimedia and architecture integration to create new possibilities for architectural space. Established practices of constructing architecture suggest creating space by conventional architectural means. On the other hand, multimedia influences and their effect on the tectonics, topos and typos (Frampton 2001) of an architectural space (‘multimedia effects matrix’) suggest new modes of shaping space. It is proposed that correlations exist between those two that could inform unified design strategies. Case study analyses were conducted examining five works of interactive spaces and multimedia installation artworks, selected from an initial larger study of 25 works. Each case study investigated the means of shaping space employed, according to both conventional architectural practices and the principles of multimedia influence (in reference to the ‘multimedia effects matrix’) (James and Nagasaka 2010, 278-285). Findings from the case studies suggest strong correlations between the two approaches to spatial construction. To indicate these correlations, this paper presents five speculative integrative design strategies derived from the case studies, intended to inform future architectural design practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ecaade2014_035
id ecaade2014_035
authors Kate_ina Nováková and Henri Achten
year 2014
title Do (not) sketch into my sketch - A comparison of existing tools
doi https://doi.org/10.52842/conf.ecaade.2014.2.237
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. 237-243
wos WOS:000361385100025
summary Various computer-aided sketch tools can be used to support architectural designing (Tang, Lee, Gero, 2010) either individually in early stage of the process or in communication. We focus on the second mentioned. The goal of this paper is to give an overview of possible applications and mention the platforms which are supported. We explore the advantages or disadvantages of the tools and compare it with our newly developed application called ColLab sketch. With this application we hope in increasing speed and ease of graphic communication on one hand and testing architects demands on the other hand. We develop multiple criteria for evaluating the tools, while believing this paper could be of use to give a hint how to improve remote as well as co-located collaborative designing by sketch. Architectural designing is a very sensitive topic when it comes to sketching. Finally, we would like to compare the newly developed tool to this list and suggest improvements or experiments that help its finalizing.
keywords Sketching; collaboration; electronic devices; sketch applications
series eCAADe
email
last changed 2022/06/07 07:52

_id ascaad2010_019
id ascaad2010_019
authors Katz, Neil C.
year 2010
title Algorithmic Modeling; Parametric Thinking: Computational Solutions to Design Problems
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 19-36
summary Architects and designers have often used computational design techniques in their design process, even without "computers", from designing spaces which activate at the instant of the solstice sunrise, to creating geometrically complex and structurally innovative cathedrals. Designing with rules and variables can lead to solutions which satisfy the design criteria and may result in interesting and unanticipated models. Computational design is a process of designing and a way of thinking; contemporary tools can promote and enhance this process. Algorithmic and parametric modeling (and thinking) can be powerful processes in design, and particularly in working with complex geometry and addressing project constraints and analytical and data-driven design. This paper describes these methods and provides examples of their use on projects at Skidmore, Owings & Merrill.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_099
id ecaade2010_099
authors Koch, Volker; Abraham, Willy; Selbmann, Sebastian; Kindsvater, Andreas; von Both, Petra
year 2010
title One Mill per Student: Designing a low cost prototype mill for architectural use
doi https://doi.org/10.52842/conf.ecaade.2010.429
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.429-436
wos WOS:000340629400046
summary The linking of planning and production is today of crucial importance in architectural planning processes. Though the teaching of techniques and methods of rapid prototyping in universities is not up to date, since the needed machinery is too expensive and the students’ direct and perpetual access to a sufficient number of systems cannot be granted. This paper describes a teaching project where architectural students tried to plan, build and test a 3-axes mill for themselves and their fellow students. It further describes the motivation and realization of the class and the possibility to integrate self-made and low cost milling machines in the education of architecture students.
keywords Rapid prototyping; Computer aided manufacturing; CAD-CAM
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2010_007
id caadria2010_007
authors Kwee, V.
year 2010
title A future through an architectural past? Designing an online information package for Al Jahili Fort
doi https://doi.org/10.52842/conf.caadria.2010.073
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 73-82
summary This paper details the process that students of UAE University’s Department of Architectural Engineering have undergone in packaging architectural heritage data online. Facilitated by the Abu Dhabi Authority for Cultural Heritage, students were introduced to historical data. They digitally reconstructed a historical fort in Al Ain, UAE – Al Jahili Fort – and investigated methods of packaging the gathered information online. Some observations and assessments (strengths and weaknesses) pertaining to the unique historical information packaging are highlighted in this paper. In addition to acquiring skills in producing architectural abstractions and graphic composition, students assessed several online interactive techniques. A set of rules or patterns were prescribed to enhance the clarity of chosen data. While providing insights to the processes of and considerations in designing an online information package for an architectural heritage project, the underlying objective is to question the possibilities and role necessary in sculpting the future of CAAD education to propel the discipline forward through the medium. What would be the implications? It also asserts the notion that digital space may be architectural education’s imminent next ‘final’ frontier.
keywords CAAD Education; Information Packaging; Architectural Heritage; Online Presentation
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2010_129
id sigradi2010_129
authors Lyon, Gottlieb Arturo; García Alvarado Rodrigo
year 2010
title Variaciones intensivas: diseño paramétrico de edificios en altura basado en análisis topológico [Intensive variations: parametric design of tall buildings based on topological analysis]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 129-132
summary Several building works have demonstrated the possibilities of architectural design based on structural performance. This work discusses some examples and digital design strategies that approach this issue, as well as an exercise for a tower generated through topological optimization. That experience presents alternatives for a traditional office tower in Santiago, Chile, the Torre Santa Maria, based on generative design strategies for the incorporation of structural and environmental requirements to define parametric models. The experience and the capabilities studied reveal an intensive variation of architectural shape. This approach challenges conventional building regularity and suggests new ways of designing based on material performance.
keywords parametric design, topological analysis, tall buildings, environmental performance, structural performance
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia10_286
id acadia10_286
authors Marble, Scott
year 2010
title Designing Design, Designing Assembly, Designing Industry
doi https://doi.org/10.52842/conf.acadia.2010.286
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 286-292
series ACADIA
type panel paper
email
last changed 2022/06/07 07:59

_id ecaade2010_222
id ecaade2010_222
authors Matcha, Heike; Ljubas, Ante
year 2010
title Parametric Origami: Adaptable temporary buildings
doi https://doi.org/10.52842/conf.ecaade.2010.243
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.243-251
wos WOS:000340629400026
summary We employ the possibilities of parametric modeling software andcustomized mass production machinery to develop a design for adaptablemultifunctional temporary medium size buildings made from recyclable lightweight materials and built a prototype from cardboard. We developed agrasshopper script that controls the geometry of a self-supporting arc made from a folded plane. The project is conducted as an experimental design-and-build university course that familiarizes students with parametric thinking and designing and with carrying out a project from initial concepts through tobuilding a 1:1 prototype. This project is part of an ongoing series of investigative design & build courses integrating current design possibilities and construction methods.
keywords Parametric design; Grasshopper script; Temporary low-cost buildings; Student design build projects; CAAM methods
series eCAADe
email
last changed 2022/06/07 07:59

_id ijac20108409
id ijac20108409
authors Novakova, Katerina; Henri Achten, Dana Matejovska
year 2010
title A Design Studio Pedagogy for Experiments with Unusual Material, Collaboration and Web Communication
source International Journal of Architectural Computing vol. 8 - no. 4, p. 557
summary In this paper we describe an experimental CAD design studio, where we study the influence of CAD tools and special materials on the process of designing. The studio has the following aims: teaching how to collaborate using an Internet facility, and exploring the relationship between computation, sketching and physical models. Interaction and sustainability are major themes in the design studio. We present the pedagogical approach and results of the design studio, followed by observations and conclusions.
series journal
last changed 2019/05/24 09:55

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