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 452

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2010_023
id caadria2010_023
authors Kenzari, Bechir
year 2010
title Fabricating twisted towers
doi https://doi.org/10.52842/conf.caadria.2010.239
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 239-247
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 caadria2010_099
id caadria2010_099
authors Sass, Lawrence
year 2010
title Invited commentary - The next revolution: digital building kits: materialising designs with digital fabrication
doi https://doi.org/10.52842/conf.caadria.2010.545
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 545-553
summary Novice designers are gaining increased access to CAD tools for design computing and digital fabrication that were once exclusively used by expert designers. As evidenced by the rise in manufacturing incubation facilities, novices can prototype their ideas in ways similar to expert designers. Also available for novice designers are online rendering consultants, online manufacturing and online ecommerce as a way to distribute and sell products. Discussed here are the reasons for this emergence, complications when using design and digital fabrication as a standard mode of production and new focus for experts.
keywords Digital fabrication; sustainable design
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2010_040
id ecaade2010_040
authors Akdag, Suzan Girginkaya; Cagdas, Gulen; Guney, Caner
year 2010
title Analyzing the Changes of Bosphorus Silhouette
doi https://doi.org/10.52842/conf.ecaade.2010.815
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.815-823
summary Due to improving technology and global competition today sky is the only limit for high towers of metropolitan areas. The increase in number of high rise has been ruining the silhouette of cities all over the world like Istanbul, whose identity and image have also been destroyed by skyscrapers dominating the seven slopes on which it was once built. The urbanization in Istanbul has somehow become homogenous and destructive over the topography. Despite of raising debates on the critical issue now and then, no analytical approach has ever been introduced. The research therefore, aims to analyze the change of Bosphorus silhouette caused by the emergence of high rise blocks in Zincirlikuyu-Maslak route since it was defined as a Central Business District and a high rise development area by Bosphorus Conservation Law in 1991. ArcGIS Desktop software and its analyst extensions are used for mapping, analyzing and evaluating the urban development within years. The application is considered to be the initial step for a decision support system which will assist in assigning ground for high rise buildings in Istanbul.
wos WOS:000340629400087
keywords GIS; Bosphorus; Silhouette analysis; High rise buildings
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2023_395
id caadria2023_395
authors Luo, Jiaxiang, Mastrokalou, Efthymia, Aldaboos, Sarah and Aldabous, Rahaf
year 2023
title Research on the Exploration of Sprayed Clay Material and Modeling System
doi https://doi.org/10.52842/conf.caadria.2023.2.231
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 231–240
summary As a traditional building material, clay has been used by humans for a long time. From early civilisations, to the modern dependence on new technologies, the craft of clay making is commonly linked with the use of moulds, handmade creations, ceramic extruders, etc. (Schmandt and Besserat, 1977). Clay in the form of bricks is one of the oldest building materials known (Fernandes et al, 2010). This research expands the possibilities offered by standardised bricks by testing types of clay, forms, shapes, porosity, and structural methods. The traditional way of working with clay relies on human craftsmanship and is based on the use of semi-solid clay (Fernandes et al., 2010). However, there is little research on the use of clay slurry. With the rise of 3D printing systems in recent years, research and development has been emerging on using clay as a 3D printing filament (Gürsoy, 2018). Researchers have discovered that in order for 3D-printed clay slurry to solidify quickly to support the weight of the added layers during printing, curing agents such as lime, coal ash, cement, etc. have to be added to the clay slurry. After adding these substances, clay is difficult to be reused and can have a negative effect on the environment (Chen et al., 2021). In this study, a unique method for manufacturing clay elements of intricate geometries is proposed with the help of an internal skeleton that can be continuously reused. The study introduces the process of applying clay on a special structure through spraying and showcases how this method creates various opportunities for customisation of production.
keywords Spray clay, Substructure, 3D printing, Modelling system, Reusable
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2010_131
id ecaade2010_131
authors Tzaka, Anastasia; Kalogirou, Nikos; Papakostas, Giorgos; Symeonidou, Ioanna
year 2010
title SKG IN_FLUX: An Urban ‘Process-Plan’
doi https://doi.org/10.52842/conf.ecaade.2010.107
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.107-114
summary The paper introduces, analyzes and evaluates the outcomes of a design experiment that took place at the Aristotle University of Thessaloniki in the form of an intensive workshop on parametric urban design. The strategies and methods adopted defined a field for design experimentation as a response to the broader disciplinary discourse related to the use of advanced digital tools, their potentialities in dealing with urban form and their role in architectural education. The workshop’s operative processes and the results obtained serve as a paradigm for an alternative urban design approach. The analysis and the evaluation of this specific approach give rise to further questions and define the goals and anticipations of related future investigations.
wos WOS:000340629400011
keywords Urban systems; Fields; Datascapes; Parametric design; Dynamic modeling
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2010_209
id sigradi2010_209
authors Aroztegui, Carmen
year 2010
title Superficies adulteradas: el muro en línea y la representación fílmica [Adulterated surfaces: the online wall and conematic representation]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 209-212
summary Online communities use a “wall” as a place to articulate non - synchronic communication among its members. Such a place, however, poorly explores the metaphor of the wall as a means of enhancing online experiences. Online “walls” do not explore or challenge the richness of a real wall, and they do not embrace new experiences that are only possible in the digital world. In order to tackle these issues, this paper analyzes three movie scenes where the everyday perception of the wall is altered by madness and estrangement. Finally, the paper suggests how these perceptions of the wall could be integrated into interfaces using touch screen technologies.
keywords online, wall, metaphor, film, representation
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2010_104
id sigradi2010_104
authors Borda, Adriane; De Freitas Pires Janice; Dalla Vecchia Luisa; Celani Gabriela
year 2010
title Produção e compartilhamento de objetos de aprendizagem dirigidos ao projeto de arquitetura [Production and sharing of learning objects, aimed at architecture desing projects]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 104-107
summary Didactic material in digital format is being produced in different contexts focused on similar themes. The efforts of such production are not being optimized. This paper describes the structuring process of a system of collaborative production of didactic material aimed at broadening geometric vocabulary and repertory in architecture. Established material regarding this theme is analyzed through the concept of learning objects. Efforts concentrate on the establishment of a taxonomy to characterize these objects, seeking to make the search and selective recovery of these objects easier. An environment has been made available for sharing, discussion and validation of this material, outlining a methodology for the establishment of the proposed system.
keywords architecture; information and communication technologies; sharing; didactic material; taxonomy
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20108206
id ijac20108206
authors Bravo, Germán; Rafael Villazón, Augusto Trujillo, Mauricio Caviedes
year 2010
title Authoring Tools for KOC - Concepts and Pedagogical Use
source International Journal of Architectural Computing vol. 8 - no. 2, 183-200
summary One of the main problems of teachers aiming to teach the construction techniques used in to build a building is the lack of practical examples to show to their students. In order to be useful, these examples must come from real projects or even better the teachers may take their students to constructions sites, but this latter option is not always available and may be dangerous. To deal with this problem, Los Andes University has committed the construction of a knowledge repository containing information gathered from real projects and semantically described, in order to provide easy access to its content and in the language of people of construction. This project is called KOC, standing for Knowledge Objects of Construction, which uses an ontology to describe semantically the data contained in the repository. Being the pedagogical objective of the project, it is important to provide the teachers with additional tools to generate new knowledge objects, based on existing knowledge objects in the repository. This paper presents three composition tools for KOC: a complex objects composer issued from structured searches, a constructive processes composer and a case study composer, all of them aiming the improvement of learning quality in the technical area of building construction at the architecture and engineering schools. The paper also shows some examples of knowledge objects and how KOC is been used in the courses of the Architecture Department of Los Andes.
series journal
last changed 2019/05/24 09:55

_id ijac20108408
id ijac20108408
authors Brown, Andre; Nicholas Webb
year 2010
title Examination of the Designs by Auguste Perret Using Digitally-Enabled Forensic Techniques
source International Journal of Architectural Computing vol. 8 - no. 4, p. 537
summary This paper discusses how digitally-enabled techniques can be used to augment our understanding of a designer's work, particularly in relation to unbuilt or lost projects. In the first half of the twentieth century Auguste Perret gained international recognition for his buildings and we employ two of his unbuilt museums as the basis for illustration of the technique. Current knowledge of his unbuilt projects is based on surviving literature and incomplete illustrations. We show that the use of digitally-enabled techniques facilitates a fuller examination of the original material. Interpretation of material requires parallel studies into the architect, their influences and the context they operated within in order to extrapolate and fill gaps in an informed way. The construction of various digital representations enables a forensic analysis of the projects; consequently we can produce a richer set of information that can, in turn, enhance our analysis and understanding of an architect and their work, in this case, Perret.
series journal
last changed 2019/05/24 09:55

_id sigradi2010_276
id sigradi2010_276
authors Caballero, Henry; Hernández José Tiberio
year 2010
title Un ambiente de telecolaboración para el análisis de proyectos en arquitectura [Tellecollaboration environment for the analysis or architectural projects]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 276-280
summary This article presents a framework based on tele - collaboration (AccessGrid) to assist in project review tasks based on 2D images as project supports. The focus of the proposed environment is: the participation of all actors, the concept of “annotations” made by participants in a project, proposal comparisons (with their respective “annotations”) and the recording of these sessions for subsequent examination and analysis. Both online and in - room tests of this environment have been performed. This allows us to evaluate the benefits offered by both in terms of the attention and participation of assistants in the revision of the project, and illustrates the value of recording the “memory” from the sessions as material that may be used in the analysis of these important exercises.
keywords tele - collaboration, awareness, CSCW
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2010_100
id sigradi2010_100
authors Cardoso, Daniel Ribeiro;Oliveira Limaverde Maira; Carvalho Cavalcante Sofia
year 2010
title Uma experiência de projeto colaborativo [An experience of collaborative project]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 100-103
summary The purpose of this paper is to describe work based on new techniques for collaborative projects, which were created and are being used to carry out the architectural design of the structure that will host a gathering of students of architecture and urbanism that will take place in January, 2011, in the state of Ceara, Brazil.
keywords architecture; design process; collaborative process; digital media; new media.
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2010_153
id sigradi2010_153
authors Cedeño, Montaña Ricardo
year 2010
title Machinima Fictions: A Do - it - yourself Practice to Produce Animated Movies from Videogames
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 153-156
summary The mixture of playing videogames and producing movies has produced a new kind of moving image, a hybrid that, in the underground realm of videogames, has silently lured thousands to enter its territories. In the late 1990s, devoted players started to use videogame software for movie production. Their activity molded a narrative medium called ‘machinima’. Two recent productions are discussed to describe the various facets of this phenomenon in order to present the features that make up machinima and how it is relevant to popular culture.
keywords machinima, videogames, hybrid, real - time, do - it - yourself (DIY)
series SIGRADI
email
last changed 2016/03/10 09:48

_id ijac20108203
id ijac20108203
authors Chevrier, Christine; Nathalie Charbonneau, Pierre Grussenmeyer, Jean-Pierre Perrin
year 2010
title Parametric Documenting of Built Heritage: 3D Virtual Reconstruction of Architectural Details
source International Journal of Architectural Computing vol. 8 - no. 2, 135-150
summary This paper examines 3D modelling of architectural elements with the help of parametric components. Such components may be useful within the framework of projects dealing with virtual 3D reconstruction of heritage monuments. Architectural components of the built heritage often have complex geometry. We studied the various geometrical shapes of a given architectural element, representative of a specific period and place. This study allowed us to identify the parameters and to implement parametric objects (in Maya Environment [1]). We also developed a Graphical User Interface (GUI) to answer the user's needs while generating the 3D model representing the architectural element. Within this GUI, the user is able to make adjustments with the help of laser point clouds from laserscanning, 2D plans or photographs. We exemplify our method with a case study dealing with openings and lintels. The corpus under study consists of elements of the built heritage of Montreal (Canada) and Nancy (France).
series journal
last changed 2019/05/24 09:55

_id sigradi2010_112
id sigradi2010_112
authors Chiarella, Mauro; Zorzón Cecilia Verónica; Paulón Milagros
year 2010
title Imagen fotográfica y representación. Utilización estratégica de la fotografía digital en las diferentes etapas del proyecto arquitectónico [Photographic image and representation: strategic use of digital photography in different stages of the architecture project]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 112-115
summary Photography and representation are historically related to the techniques and methods of creating architectural and artistic images. Such visual discourses have ranged from totalities to fragments, linear conical perspectives to computer collages, and static two - dimensional images to interactive and semi - immersed three - dimensional images. In their full - scale introduction of digital photography to architectural projects professionals have not taken advantage of the intrinsic potential of the technology, using only the two - dimensional, simple recording characteristics it inherited from analog photography. This research explores and systematizes procedures, uses, and methods for a strategic incorporation of digital photography into the different stages of architectural projects. The material developed constitutes a new method that may be applied in architectural education.
keywords photographic image, representation, architectural project
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2010_218
id sigradi2010_218
authors Corbucci, Caldeira Marco Antonio; Silva José Reinaldo
year 2010
title A Collaborative Framework for Conceptual Design
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 218-221
summary Currently almost all complex products, including physical products as well as information - based products are developed through the interaction of many participants that work on different elements of project. This creates a need for increased adoption of information technology and computer - based communication tools to manage the entire process of product development. This work proposes a framework of a collaborative system to support conceptual design. This should provide a team environment in which to discuss, exchange knowledge and information, negotiate, and develop joint projects through intelligent interfaces in order to have more flexibility to design more efficiently and effectively.
keywords conceptual design, collaboration, collaborative systems
series SIGRADI
email
last changed 2016/03/10 09:49

_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 acadia10_234
id acadia10_234
authors de Monchaux, Nicholas; Patwa, Shivang; Golder, Benjamin; Jensen, Sara; Lung, David
year 2010
title Local Code: The Critical Use of Geographic Information Systems in Parametric Urban Design
doi https://doi.org/10.52842/conf.acadia.2010.234
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. 234-242
summary Local Code uses geospatial analysis to identify thousands of publicly owned abandoned sites in major US cities, imagining this distributed, vacant landscape as a new urban system. Deploying GIS analysis in conjunction with parametric design software, a landscape proposal for each site is tailored to local conditions, optimizing thermal and hydrological performance to enhance local performance and enhance the whole city’s ecology. Relieving burdens on existing infrastructure, such a digitally mediated, dispersed system provides important opportunities for urban resilience and transformation. In a case study of San Francisco, the projects’ quantifiable effects on energy usage and stormwater remediation would eradicate 88-96% of the need for more expensive, centralized, sewer, and electrical upgrades. As a final, essential layer, the project proposes digital citizen participation to conceive a new, more public infrastructure as well.
keywords GIS, Parametric Design, Emergence, Morphogenesis, Network, Urban Design, Parametric Urbanism
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id acadia20_464
id acadia20_464
authors Elberfeld, Nathaniel; Tessmer, Lavender; Waller, Alexandra
year 2020
title A Case for Lace
doi https://doi.org/10.52842/conf.acadia.2020.1.464
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 464-473.
summary Textiles and architecture share a long, intertwined history from the earliest enclosures to contemporary high-tech tensile structures. In the Four Elements of Architecture, Gottfried Semper (2010) posited wickerwork and carpet enclosures to be the essential origins of architectural space. More recently, architectural designers are capitalizing on the characteristics of textiles that are difficult or impossible to reproduce with other material systems: textiles are pliable, scalable, and materially efficient. As industrial knitting machines join robotic systems in architecture schools with fabrication- forward agendas, much of the recent developments in textile-based projects make use of knitting. In this paper, we propose an alternative textile technique, lacemaking, for architectural fabrication. We present a method for translating traditional lacemaking techniques to an architectural scale and explore its relative advantages over other textiles. In particular, we introduce bobbin lace and describe its steps both in traditional production and at an architectural scale. We use the unique properties of bobbin lace to form workflows for fabrication and computational analysis. An example of computational analysis demonstrates the ability to optimize lace-based designs towards particular labor objectives. We discuss opportunities for automation and consider the broader implications of understanding a material system relative to the cost of labor to produce designs using it.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

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