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 450

_id acadia10_379
id acadia10_379
authors Geiger, Jordan; San Fratello, Virginia
year 2010
title Hyperculture: Earth as Interface
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. 379-384
doi https://doi.org/10.52842/conf.acadia.2010.379
summary Digital Fabrication and Hybrid Interface: Lessons in Agriculture :abstract Two vitally important fields of work in architecture and computing—in digital fabrication methods and in the development of interfaces between digital and analog systems—can find new forms in their combination with one another. Moreover, a recent such experiment in the production of landscape rather than building not only suggests a number of implications for architectural work, but of ecological, economic and urban structures that underlie the projects’s visible formal and aesthetic orders. This project, “Hyperculture: Earth as Interface,” studied the potential outcomes of modifying a commonly employed information infrastructure for the optimization of agricultural production throughout most of America’s heartland; and that same infrastructure’s latent flexibility to operate in both “read” and “write” modes, as a means for collaborative input and diversified, shared output. In the context of industrialized agriculture, this work not only negotiates seemingly contradictory demands with diametrically opposed ecological and social outcomes; but also shows the fabrication of landscape as suggestive of other, more architectural applications in the built environment. The Hyperculture project is sited within several contexts: industrial, geographically local, ecological, and within the digital protocols of landscape processing known as “precision agriculture.” Today, these typically work together toward the surprising result of unvariegated repetition, known commonly as monoculture. After decades of monoculture’s proliferation, its numerous inefficiencies have come under broad recent scrutiny, leading to diverse thinking on ways to redress seemingly conflicting demands such as industry’s reliance on mass-production and automation; the demand for variety or customization in consumer markets; and even regulatory inquiries into the ecological and zoning harms brought by undiversified land use. Monoculture, in short, is proving unsustainable from economic, environmental, and even aesthetic and zoning standpoints. But its handling in digital interfaces, remote sensing and algorithmically directed fabrication is not.
keywords GPS, precision agriculture, digital landscape fabrication, interface, analog/digital systems, open source platform, digital fabrication, multi-dimensional scales
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaade2010_148
id ecaade2010_148
authors Joyce, Sam; Tabak, Vincent; Sharma, Shrikant; Williams, Chris
year 2010
title Applied Multi-Scale Design and Optimization for People Flow
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.633-639
doi https://doi.org/10.52842/conf.ecaade.2010.633
wos WOS:000340629400068
summary This paper presents an overview of the current developments in people flow analysis in Buro Happold’s analytical group SMART Solutions. The role of people flow analysis has become an established one, within many leading consultancy firms with their own specialist groups supporting the architects and planners in the design of buildings and urban spaces. This paper proposes that the key development in the progression of this work is a due to a change in emphasis, away from a passive analysis task where its key role is to validate assumptions of flow and alleviate areas of high concern to using the process as a design instigator/driver. The new paradigm emerging, involves calculating people flow at the conceptual stage of a project in collaboration with the respective architectural firm, and using this information as a primary design input. This paper describes and analyses the two objectives set out by Buro Happold’s SMART group in order to improve the process of design; firstly to make it more prominent in the design environment and secondly to see if it has the potential to work as a design driver. These objectives create a design methodology defined by people flow and suggest value in innovating and conceiving of robust simple methods of improving designs.
keywords People flow; Pedestrian flow; Multi-objective optimization; Masterplanning; Network analysis
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2021_110
id caadria2021_110
authors Bao, Ding Wen, Yan, Xin, Snooks, Roland and Xie, Yi Min
year 2021
title SwarmBESO: Multi-agent and evolutionary computational design based on the principles of structural performance
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 241-250
doi https://doi.org/10.52842/conf.caadria.2021.1.241
summary This paper posits a design approach that integrates multi-agent generative algorithms and structural topology optimisation to design intricate, structurally efficient forms. The research proposes a connection between two dichotomous principles: architectural complexity and structural efficiency. Both multi-agent algorithms and Bi-directional evolutionary structural optimisation (BESO) (Huang and Xie 2010), are emerging techniques that have significant potential in the design of form and structure.This research proposes a structural behaviour feedback loop through encoding BESO structural rules within the logic of multi-agent algorithms. This hybridisation of topology optimisation and swarm intelligence, described here as SwarmBESO, is demonstrated through two simple structural models. The paper concludes by speculating on the potential of this approach for the design of intricate, complex structures and their potential realisation through additive manufacturing.
keywords Swarm Intelligence; Multi-agent; BESO (bi-directional evolutionary structural optimisation); Intricate Architectural Form; Efficient Structure
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia10_250
id acadia10_250
authors Foged, Isak Worre; Poulsen, Esben Skouboe
year 2010
title Environmental Feedback and Spatial Conditioning
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. 250-257
doi https://doi.org/10.52842/conf.acadia.2010.250
summary This paper illustrates responsive systems, which focus on the implementation of multi-objective adaptive design prototypes from sensored environments. The intention of the work is to investigate multi-objective criteria both as a material system and as a processing system by creating prototypes with structural integrity, where the thermal energy flow through the prototype, to be understood as a membrane, can be controlled and the visual transparency altered. The work shows performance based feedback systems and physical prototype models driven by information streaming, screening, and application.
keywords Environmental Feedback, Hierarchical Systems, Information Processing, Homeostat
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id caadria2010_023
id caadria2010_023
authors Kenzari, Bechir
year 2010
title Fabricating twisted towers
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 239-247
doi https://doi.org/10.52842/conf.caadria.2010.239
summary The miniature replicas of multi-billion dollar property development projects provide every year a spectacle of the vast imagination of architects and master developers at Cityscape Dubai exhibition. The technical aspect of the model-making industry component is a complex one in that it often engages the modelling of very subtle structures such as twisted towers. One illustration of these is the Infinity Tower in Dubai Marina (designed by SOM). To be completed in 2011, this 330-metre high-rise is composed of 80 floors and is intended to be the world’s tallest high-rise featuring a 90_ twist. Each floor rotates by 1.2 degrees to attain the full 90_ spiral, creating the shape of a helix. The paper discusses the physical modelling of this tower, with a description of both the digital and the constructive parts.
keywords Fabrication; models; Rhinoceros; twisted towers; Dubai
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2010_089
id ecaade2010_089
authors Lee, Sang Bok; Ryu, Jung Rim; Choo, Seung Yeon; Woo, Seung Hak; Seo, Ji Hyo; Jo, Jin Sung
year 2010
title A Study on Viewshed Frequency Analysis for Establishing Viewpoints
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.615-622
doi https://doi.org/10.52842/conf.ecaade.2010.615
wos WOS:000340629400066
summary This research suggest the viewshed frequency concept to improve the limit of viewshed analysis and realized it through the programming. Viewshed frequency analysis presents arithmetic operation for several results of multilayered observation points, and designed for not only one building but also large scale of research sites. The results of research were as followed : (1) Viewshed frequency analysis makes possible multi viewpoints stereoscopic analysis and showed more improved results. (2) Viewshed frequency analysis has no limits of the scale of research sites by multi-layered grid observation points method. (3) Viewshed frequency analysis has more elaborate result with DEM which has building height and NDVI(Normalized Difference Vegetation Index).
keywords Viewshed; Viewshed frequency analysis; Viewpoint; LCP; Urbanscape; GIS
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2010_201
id sigradi2010_201
authors Chiarella, Mauro; Tosello María Elena
year 2010
title Laboratorio de Representación e Ideación (RI.Lab10) [Representation and Ideation Lab (RI.Lab10)]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 201-204
summary The Laboratory of Representation and Ideation (RI.Lab10) operates under the assumption that the different representations used in architecture create, modify and/or confirm different interpretation methods and mechanisms of perception, along with the information they produce. Architectonic representation allows us to understand and assess relationships between the tools used in a project and their resulting architectonic forms, which are placed within the context of social structures and cultural paradigms where they are developed. The main objective of such didactic experiences is to adapt available technological resources—in a strategic and integrative fashion—to expand the resources and capacities of the complex systems that intervene in the act of projecting architecture.
keywords representation, ideation, disruption
series SIGRADI
email
last changed 2016/03/10 09:48

_id ascaad2010_051
id ascaad2010_051
authors Lim, Chor-Kheng
year 2010
title Towards a Framework for CAD/CAM Design and Construction Process in Freeform Architecture: A Case Study
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. 51-64
summary The objective of this research is to apply the teaching of CAD/CAM media to basic design studios for 1~2 year undergraduate students. The research concludes a framework of “e-basic design studio” based on literature analysis and design studio observations, which including the new tectonics thinking and the operation of traditional 2D/3D design media and CAD/CAM digital tools.
series ASCAAD
email
last changed 2011/03/01 07:36

_id sigradi2010_324
id sigradi2010_324
authors Toranzo, Lorca Gustavo; Pereira Barzaga Osvaldo; Arzola Ruiz José
year 2010
title Segmentación de imágenes digitales mediante técnicas de clustering complementadas con técnicas de crecimiento de regiones [Digital image segmentation through clustering techniques, enhanced by region growing techniques]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 324-327
summary This paper proposes a solution to the problem of digital image segmentation based on clustering techniques. K - means and fuzzy k - means are clustering algorithms detailed within this study. We propose novel modifications to k - means and fuzzy k - means algorithms to vary objective functions and to use color difference as a distance measure. These new algorithms are guaranteed to obtain the same results as the originals while considerably reducing the execution time. Pixel growing is used to obtain connected structures in the results of clustering algorithms.
keywords clustering; fuzzy k - means; image segmentation; k - means
series SIGRADI
email
last changed 2016/03/10 10:01

_id ecaade2012_261
id ecaade2012_261
authors Feringa, Jelle; Sondergaard, Asbjorn
year 2012
title Design and Fabrication of Topologically Optimized Structures; An Integral Approach - A Close Coupling Form Generation and Fabrication
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 495-500
doi https://doi.org/10.52842/conf.ecaade.2012.2.495
wos WOS:000330320600052
summary Integral structural optimization and fabrication seeks the synthesis of two original approaches; that of topological optimization (TO) and robotic hotwire cutting (HWC) (Mcgee 2011). TO allows for the reduction of up to 70% of the volume of concrete to support a given structure (Sondergaard & Dombernowsky 2011). A strength of the method is that it allows to come up with structural designs that lie beyond the grasp of traditional means of design. A design space is a discretized volume, delimiting where the optimization will take place. The number of cells used to discretize the design space thus sets the resolution of the TO. While the approach of the application of TO as a constitutive design tool centers on structural aspects in the design phase (Xie 2010), the outcome of this process are structures that cannot be realized within a conventional budget. As such the ensuing design is optimal in a narrow sense; whilst optimal structurally though, construction can be prove to be prohibitively expensive.
keywords Topology optimization; robotics; hotwire cutting; EPS formwork; concrete structures
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia10_340
id acadia10_340
authors Tamke, Martin; Riiber, Jacob; Jungjohann, Hauke
year 2010
title Generated Lamella
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. 340-347
doi https://doi.org/10.52842/conf.acadia.2010.340
summary The hierarchical organization of information is dominant in the setup of tectonic structures. In order to overcome the inherent limitations of these systems, self-organization is proposed as a means for future design. The paper exemplifies this within the research project “Lamel la Flock”. The research takes its point of departure in the structural abilities of the wooden Zollinger system: a traditional structural lamella system distributed as a woven pattern of interconnected beams. Where the original system has a very limited set of achievable geometries our research introduces an understanding of beam elements as autonomous entities with sensorymotor behaviour. By this means freeform structures can be achieved Through computation and methods of self-organization, the project investigates how to design and build with a system based on multiple and circular dependencies. Hereby the agent system negotiates between design intent, tectonic needs, and production. The project demonstrates how real-time interactive modeling can be hybridized with agent–based design strategies and how this environment can be linked to physical production. The use of knowledge embedded into the system as well as the flow of information between dynamic processes, Finite Element Calculation and machinery was key for linking the speculative with the physical.
keywords agent based systems, digital fabrication, aware models, wooden structures, industrial collaboration, 1:1 demonstrator
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ascaad2010_189
id ascaad2010_189
authors Allahaim, Fahad; Anas Alfaris and David Leifer
year 2010
title Towards Changeability
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. 189-200
summary Many buildings around the world have undergone successive changes over their life cycles. Regardless of the type or size of a building there are usually requirements for change due to several unanticipated forces and emerging uncertainties that act upon them. These changes might be in the building’s spatial, structural or service systems. This can be due to changes in the needs of occupants, the market demand or technological advances. Although buildings undergo change, current design practice does not address this and buildings are still designed as if they will remain static. This paper proposes an Adaptable Buildings Design (ABD) Framework to address the issue of adaptability in building design. Using this methodology uncertainties and future changes are first identified. To increase the building’s longevity, flexibility options are embedded and design rules are formulated to trigger these options when necessary. The value of adaptability is then assessed by implementing several simulations using Real Options Analysis (ROA). To demonstrate the approach, the ABD is applied to a multi-use commercial building case study. Flexibility is embedded in the building’s design across several systems allowing it to change and evolve over time based on a set of design rules. The buildings adaptability is then assessed using ROA. Positive results demonstrate the strength of the proposed methodology in addressing future change and uncertaintie.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_229
id ecaade2010_229
authors Aschwanden, Gideon D. P. A.; Wullschleger, Tobias; Müller, Hanspeter; Schmitt, Gerhard
year 2010
title Agent based Emission Evaluation of Traffic in Dynamic City Models
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.717-726
doi https://doi.org/10.52842/conf.ecaade.2010.717
wos WOS:000340629400077
summary We present a simulation platform to evaluate procedurally generated 3d city models with a set of agents representing urban street actors and pedestrians towards greenhouse gas emissions from transportation. Our aim is to give architects and urban planners an empiric tool to analyze, predict and quantify traffic fluctuations over time, and define the number of occupants, individual traffic and public transport in a city. In this project we show that the allocation of functions within a city is an important factor for the appearanceof traffic. The occupant’s decisions where they want to go are defined by the allocation of functions – and the distance defines the mode of transportation. We simulate the decision processes and gain information about the path, the mode of transportation, and the emissions they produce, and individual experiences like stress and effort. The autonomous driving cars are equipped with an acceleration based emission model allowing us to evaluate the inpact of jammed streets on the emission of cars.
keywords Urban planning; Multi-agent system; Generative city model; Occupant movement; Traffic emission
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2012_266
id ecaade2012_266
authors Casucci, Tommaso ; Erioli, Alessio
year 2012
title Behavioural Surfaces: Project for the Architecture Faculty library in Florence
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 339-345
doi https://doi.org/10.52842/conf.ecaade.2012.1.339
wos WOS:000330322400034
summary Behavioural Surfaces is a thesis project in Architecture discussed on December 2010 at the University of Florence. The project explores the surfacespace relationship in which a surface condition, generated from intensive datascapes derived from environmental data, is able to produce spatial differentiation and modulate structural and environmental preformance. Exploiting material self-organization in sea sponges as surfaces that deploy function and performance through curvature modulation and space defi nition, two different surface definition processes were explored to organize the system hierarchy and its performances at two different scales. At the macroscale, the global shape of the building is shaped on the base of isopotential surfaces while at a more detailed level the multi-performance skin system is defi ned upon the triply periodic minimal surfaces (TPMS).
keywords Digital datascape; Isosurfaces; Material intelligence; Minimal sufaces
series eCAADe
email
last changed 2022/06/07 07:55

_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_048
id caadria2010_048
authors Gu, Ning; Vishal Singh and Xiangyu Wang
year 2010
title Applying augmented reality for data interaction and collaboration in BIM
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 511-520
doi https://doi.org/10.52842/conf.caadria.2010.511
summary Building Information Modelling (BIM) is expected to enable efficient collaboration, improved data integrity, distributed and flexible data sharing, intelligent documentation, and high-quality outcome, through enhanced performance analysis, and expedited multi-disciplinary planning and coordination. Despite these apparent benefits, the collaboration across the architecture, engineering and construction (AEC) disciplines is largely based on the exchange of 2D drawings. This paper reports the findings from a research project that aims at developing measures to enhance BIM-based collaboration in the AEC industry. Based on focus group interviews with industry participants and case studies of BIM applications, visualisation was identified as an interactive platform across the design and non-design disciplines. It is argued that visualisation can enhance the motivation for BIM-based collaboration through integration of advanced visualisation techniques such as virtual reality (VR) and augmented reality (AR). An AR interface for a BIM server is also presented and discussed in the paper. AR can open up potential opportunities for exploring alternatives to data representation, organisation and interaction, supporting seamless collaboration in BIM.
keywords BIM; augmented reality; design collaboration
series CAADRIA
email
last changed 2022/06/07 07:51

_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 ijac20108204
id ijac20108204
authors Jacobus, Frank; Jay McCormack, Josh Hartung
year 2010
title The Chair Back Experiment: Hierarchical Temporal Memory and the Evolution of Artificial Intelligence in Architecture
source International Journal of Architectural Computing vol. 8 - no. 2, 151-164
summary Computational synthesis tools that automatically generate solutions to design problems are not widely used in architectural practice despite many years of research. This deficiency can be attributed, in part, to the difficulty of constructing robust building specific databases. New advances in artificial intelligence such as Hierarchical Temporal Memory (HTM) have the potential to make the construction of these databases more realistic in the near future. Based on an emerging theory of human neurological function, HTMs excel at ambiguous pattern recognition. This paper includes a first experiment using HTMs for learning and recognizing patterns in the form of visual style characteristics in three distinct chair back types. Results from the experiment indicate that HTMs develop a similar storage of quality to humans and are therefore a promising option for capturing multi-modal information in future design automation efforts.
series journal
last changed 2019/05/24 09:55

_id acadia10_203
id acadia10_203
authors Jaskiewicz, Tomasz
year 2010
title (In:)forming Interactive Architectural Systems, Case of the xMAiA Meta-model
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. 203-210
doi https://doi.org/10.52842/conf.acadia.2010.203
summary This paper positions the domain of interactive architecture (iA) and searches for an appropriate model for structure and processing of information in the design and operation of such architecture. It is shown that there are different approaches to ways in which iA system models can be defined, each with numerous advantages and disadvantages. However, due to complexity of encountered problems, application of such models can be only partially validated by simulation and hence their design is inherently dependent on creation of operational and experiential full-scale prototypes of the systems these models represent. Another observation is the lack of correspondence between existing iA models and other contemporary models of computation for architectural geometry, fabrication and engineering. A meta-model for extensible multi-agent interactive architecture (xMAiA) is consequently proposed as a remedy to this situation. xMAiA meta-model is aimed to provide an open framework for integrated evolution, development and operation of interactive architectural systems. It delivers an extensible platform, in which diverse, project-specific models and approaches can be implemented, tested, and further evolved. Such a platform has the potential to empower agile development and operation of interactive architectural ecologies, as well as to substantially facilitate integration of creative design and experiential prototyping from day-1 of project design and development cycle. An example application conforming to the xMAiA meta-model is consequently presented and illustrated with a case study project performed in the university education context.
keywords multi agent systems, interactive architecture, responsive architecture, design tools
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2010_016
id caadria2010_016
authors Ji, Guohua and Huijie Liu
year 2010
title Automatic planning of residential quarter under insolation condition based on multi-agent simulation
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 165-174
doi https://doi.org/10.52842/conf.caadria.2010.165
summary Based on Multi-Agent Simulation principle, this study establishes an automatic layout model for planning residential buildings under the constraint of insolation condition, programmed with NetLogo. According to the residential planning regulations, our model respectively deals with two kinds of constraint -sunshine spacing and sunshine duration.
keywords Residential planning; multi-agent simulation; NetLogo; sunshine spacing; sunshine duration
series CAADRIA
email
last changed 2022/06/07 07:52

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