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 99

_id acadiaregional2011_003
id acadiaregional2011_003
authors Howe, Nathan
year 2011
title Algorithmic Modeling: Teaching Architecture in Digital Age
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.a0p
summary Can a working knowledge of algorithmic modeling augment student understanding of building architecture? This question is fundamental when addressing student design education today. This paper demonstrates that when students apply a reductive process more in line with Newell, Shaw and Simon (Newell, Shaw and Simon 1957), they can break down a complex problem into simpler and simpler terms until the problem can be resolved. This type of reduction can be applied systematically to the parametric-driven form through reverse engineering. In the process of reverse engineering, students begin to connect descriptive geometry with complex form, breaking down the complex form into its simplest parts. This design process of reduction and reverse engineering leads designers to take a more systematic approach to theoretical ideas, at once creating complex constructs while pragmatically attacking the issues of buildable form. This paper will delve into teaching analytical tools so students not only comprehend the input of form-making, but the necessary output to test building and material concepts. Fostering a clear methodology for testing built form within the design process also furthers the student’s development as a problem solver and design innovator.
series ACADIA
last changed 2022/06/07 07:49

_id cf2011_p069
id cf2011_p069
authors Zahedi, Mithra, Guité Manon; De Paoli Giovanni
year 2011
title Addressing User-Centeredness: Communicating Meaningfully Through Design
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. 513-524.
summary This paper proposes a model for human-computer interface design, which is focused on a user-centered approach. The paper studies the complexity inherent in the design process when the aim is to consider all team members of a project as contributors to a human-centered approach. Designers know that they are dealing with “messy” situations; they understand the uniqueness of each project, the continuous change of user needs, and the rapid development of information technology. They also see the challenges when working with other disciplines at the conceptual level, in creating shared understanding regarding user-centeredness. In this context, how can designers create the conditions for diverse contributing collaborators to go beyond their individual knowledge and enrich their reflections in order to efficiently collaborate within a human-centered approach? This study proposes that in looking to increase the efficiency of interfaces, all stakeholders should consider the user in all phases of the design process especially when they deal with complex and multi-disciplinary situations. Conducting a project-grounded approach led to introducing a new theoretical model of design. The model, which is based on joint reflective practice and an interdisciplinary attitude supports and frames a collaborative human-computer interface design process.
keywords Theoretical model, User-centered design; HCI; Interdisciplinary; Project-grounded approach
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2011_099
id ecaade2011_099
authors Ahlquist, Sean; Menges, Achim
year 2011
title Methodological Approach for the Integration of Material Information and Performance in the Design Computation for Tension-Active Architectural Systems
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.799-808
doi https://doi.org/10.52842/conf.ecaade.2011.799
wos WOS:000335665500092
summary As computational design processes have moved from representation to simulation, the focus has shifted towards advanced integration of performance as a form defining measure. Performance, though, is often assessed purely on the level of geometry and stratified between hierarchically independent layers. When looking at tension-active membrane systems, performance is integrated across multiple levels and with only the membrane material itself, defining the structural, spatial and atmospheric qualities. The research described in this paper investigates the integrative nature of this type of lightweight structure and proposes methodologies for generating highly articulated and differentiated systems. As material is a critical component, the research focuses on a system-based approach which places priority on the inclusion of material research and parameterization into a behavior-based computational process.
keywords Material behavior; material computation; system; gestalt; tension-active system
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia11_82
id acadia11_82
authors Ahlquist, Sean; Menges, Achim
year 2011
title Behavior-based Computational Design Methodologies: Integrative processes for force defined material structures
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. 82-89
doi https://doi.org/10.52842/conf.acadia.2011.082
summary With the introduction of physics-based algorithms and modeling environments, design processes have been shifting from the representation of materiality to the simulation of approximate material descriptions. Such computational processes are based upon enacting physical and material behavior, such as gravity, drag, tension, bending, and inflation, within a generative modeling environment. What is often lacking from this strategy is an overall understanding of computational design; that information of increasing value and precision is generated through the development and iterative execution of specific principles and integrative mechanisms. The value of a physics-based modeling method as an information engine is often overlooked, though, as they are primarily utilized for developing representational diagrams or static geometry – inevitably translated to function outside of the physical bounds and parameters defined with the modeling process. The definition of computational design provides a link between process and a larger approach towards architecture – an integrative behavior-based process which develops dynamic specific architectural systems interrelated in their material, spatial, and environmental nature. This paper, focusing on material integration, describes the relation of a computational design approach and the technical framework for a behavior-based integrative process. The application is in the development of complex tension-active architectural systems. The material behavior of tensile meshes and surfaces is integrated and algorithmically calibrated to allow for complex geometries to be materialized as physical systems. Ultimately, this research proposes a computational structure by which material and other sorts of spatial or structural behaviors can be activated within a generative design environment.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id acadia12_47
id acadia12_47
authors Aish, Robert ; Fisher, Al ; Joyce, Sam ; Marsh, Andrew
year 2012
title Progress Towards Multi-Criteria Design Optimisation Using Designscript With Smart Form, Robot Structural Analysis and Ecotect Building Performance Analysis"
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 47-56
doi https://doi.org/10.52842/conf.acadia.2012.047
summary Important progress towards the development of a system that enables multi-criteria design optimisation has recently been demonstrated during a research collaboration between Autodesk’s DesignScript development team, the University of Bath and the engineering consultancy Buro Happold. This involved integrating aspects of the Robot Structural Analysis application, aspects of the Ecotect building performance application and a specialist form finding solver called SMART Form (developed by Buro Happold) with DesignScript to create a single computation environment. This environment is intended for the generation and evaluation of building designs against both structural and building performance criteria, with the aim of expediently supporting computational optimisation and decision making processes that integrate across multiple design and engineering disciplines. A framework was developed to enable the integration of modeling environments with analysis and process control, based on the authors’ case studies and experience of applied performance driven design in practice. This more generalised approach (implemented in DesignScript) enables different designers and engineers to selectively configure geometry definition, form finding, analysis and simulation tools in an open-ended system without enforcing any predefined workflows or anticipating specific design strategies and allows for a full range of optimisation and decision making processes to be explored. This system has been demonstrated to practitioners during the Design Modeling Symposium, Berlin in 2011 and feedback from this has suggested further development.
keywords Design Optimisation , Scripting , Form Finding , Structural Analysis , Building Performance
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2011_052
id caadria2011_052
authors Al-Kazzaz, Dhuha A. and Alan Bridges
year 2011
title Assessing innovation in hybrid designs using shape grammars
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 545-554
doi https://doi.org/10.52842/conf.caadria.2011.545
summary Al-kazzaz et al (2010) described hybrid adaption technique to generate innovative designs from heterogeneous precedents using shape grammars. An evaluation of the degree of innovation in the hybrid designs gave feedback to grammar users before and after applying a rule. Innovation was assessed using variables derived from the internal structure of the grammar such as: the number of antecedents in the corpus having the same rule; the number of rules in a subclass rule set having the same geometry; etc. However, the validity of the innovation assessment was unclear and the use of the feedback measures was not demonstrated. Accordingly, this study aims to verify the credibility of the innovation measures and to identify the independent variables that a user can control to achieve a significant impact on each innovation measure as a dependent variable.
keywords Shape grammars; hybrid design; innovation assessment
series CAADRIA
email
last changed 2022/06/07 07:54

_id ascaad2016_013
id ascaad2016_013
authors Belkis Öksüz, Elif
year 2016
title Parametricism for Urban Aesthetics - A flawless order behind chaos or an over-design of complexity
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 105-112
summary Over the last decade, paradigm shifts in the philosophy of space-time relations, the change from space-time to spatio-temporality, caused significant changes in the design field, and introduced new variations and discourses for parametric approaches in architecture. Among all the discourses, parametricism is likely the most spectacular one. The founder of parametricism, Patrik Schumacher (2009) describes it as “a new style,” which has “the superior capacity to articulate programmatic complexity;” and “aesthetically, it is the elegance of ordered complexity in the sense of seamless fluidity.” In its theoretical background, Schumacher (2011) affiliates this style with the philosophy of autopoiesis, the philosophy that stands between making and becoming. Additionally, parametricism concerns not only the physical geometry in making of form; but also discusses the relational and causal aspects in becoming of form. In other words, it brings the aesthetic qualities in making through the topological intelligence behind becoming. Regarding that, parametricism seems an effective way of managing /creating complex topologies in form-related issues. However, when it comes to practice, there are some challenging points of parametricism in large-scale design studies. Thus, this work underlines that the dominance of elegance for urban planning has the potential of limiting the flexible and dynamic topology of the urban context, and objectifying the whole complex urban form as an over-designed product. For an aesthetic inquiry into urban parametricism, this paper highlights the challenging issues behind the aesthetic premises of parametricism at the urban design scale. For that, Kartal Master Plan Design Proposal by Zaha Hadid Architects (2006) will be discussed as an exemplary work.
series ASCAAD
email
last changed 2017/05/25 13:31

_id cf2011_p098
id cf2011_p098
authors Bernal, Marcelo; Eastman Charles
year 2011
title Top-down Approach for Interaction of Knowledge-Based Parametric Objects and Preliminary Massing Studies for Decision Making in Early Design Stages
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. 149-164.
summary Design activities vary from high-degree of freedom in early concept design stages to highly constrained solution spaces in late ones. Such late developments entail large amount of expertise from technical domains. Multiple parallel models handle different aspects of a project, from geometric master models to specific building components. This variety of models must keep consistency with the design intent while they are dealing with specific domains of knowledge such as architectural design, structure, HVAC, MEP, or plumbing systems. Most of the expertise embedded within the above domains can be translated into parametric objects by capturing design and engineering knowledge through parameters, constraints, or conditionals. The aim of this research is capturing such expertise into knowledge-based parametric objects (KPO) for re-usability along the design process. The proposed case study ‚Äì provided by SOM New York‚ is the interaction between a massing study of a high-rise and its building service core, which at the same time handles elevators, restrooms, emergency stairs, and space for technical systems. This project is focused on capturing design expertise, involved in the definition of a building service core, from a high-rise senior designer, and re-using this object for interaction in real-time with a preliminary massing study model of a building, which will drive the adaption process of the service core. This interaction attempts to provide an integrated design environment for feedback from technical domains to early design stages for decision-making, and generate a well-defined first building draft. The challenges addressed to drive the instantiation of the service core according to the shifting characteristics of the high-rise are automatic instantiation and adaptation of objects based on decision rules, and updating in real-time shared parameters and information derived from the high-rise massing study. The interaction between both models facilitates the process from the designer‚Äôs perspective of reusing previous design solutions in new projects. The massing study model is the component that handles information from the perspective of the outer shape design intent. Variations at this massing study model level drive the behavior of the service core model, which must adapt its configuration to the shifting geometry of the building during design exploration in early concept design stages. These variations depend on a list of inputs derived from multiple sources such as variable lot sizes, building type, variable square footage of the building, considerations about modularity, number of stories, floor-to-floor height, total building height, or total building square footage. The shifting combination of this set of parameters determines the final aspect of the building and, consequently, the final configuration of the service core. The service core is the second component involved in the automatic generation of a building draft. In the context of BIM, it is an assembly of objects, which contains other objects representing elevators, restrooms, emergency stairs, and space for several technical systems. This assembly is driven by different layouts depending on the building type, a drop-off sequence, which is the process of continuous reduction of elevators along the building, and how this reduction affects the re-arrangement of the service core layout. Results from this research involves a methodology for capturing design knowledge, a methodology for defining the architecture of smart parametric objects, and a method for real-time-feedback for decision making in early design stages. The project also wants to demonstrate the feasibility of continuous growth on top of existing parametric objects allowing the creation of libraries of smart re-usable objects for automation in design.
keywords design automation, parametric modeling, design rules, knowledge-based design
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p043
id cf2011_p043
authors Boeykens, Stefan
year 2011
title Using 3D Design Software, BIM and Game Engines for Architectural Historical Reconstruction
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. 493-509.
summary The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. Regular visualization techniques have been used for quite some time and they still pose interesting approaches, such as following cinematic techniques [1]. While common visualizations focus on pre-rendered graphics, it is possible to apply Game Engines [2] for real-time architectural visualization, as witnessed by [3] and [4]. In the course of our teaching and research efforts, we have collected experience with several visualization and modeling techniques, including the use of gaming engines. While the modeling of qualitative geometry for use in regular visualization already poses an elaborate effort, the preparation of models for different uses is often not trivial. Most modeling systems only support the creation of models for a single amount of detail, whereas an optimized model for a real-time system will have fairly different constraints when compared to non-real-time models for photorealistic rendering and animation. The use of parametric methods is one usable approach to tackle this complexity, as illustrated in [4]. One of the major advantages of using parametric approaches lies precisely in the possibility of using a single model to generate different geometry with control over the amount of detail. We explicitly tackle this in a Building Information Modeling (BIM) context, as to support much more than purely 3D geometry and visualization purposes. An integrated approach allows the same model to be used for technical drawings in 2D and an optimized 3D model in varying levels of detail for different visualization purposes. However, while most Building Information Modeling applications are targeted to current architectural practice, they seldom provide sufficient content for the recreation of historical models. This thus requires an extensive library of parametric, custom objects to be used and re-used for historically accurate models, which can serve multiple purposes. Finally, the approach towards the historical resources also poses interpretation problems, which we tackled using a reasonably straightforward set up of an information database, collecting facts and accuracies. This helps in the visualization of color-coded 3D models, depicting the accuracy of the model, which is a valuable graphical approach to discuss and communicate information about the historical study in an appealing format. This article will present the results of different reconstruction case studies, using a variety of design applications and discuss the inherent complexity and limitations in the process of translating an active, evolving model into an environment suitable for use in a real-time system. Especially workflow issues are identified, as the translation of the model into the game engine should be repeated several times, when the model is further refined and adapted. This used to involve a large amount of repetitive work, but the current crop of game engines have much better approaches to manage the updating of the geometry.
keywords Real-time architecture, game engines, cultural heritage, digital reconstruction, parametric modeling, Building Information Modeling
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_350
id sigradi2011_350
authors Borda, Adriane; Pires, Janice; de Vasconcelos, Tássia; dos Santos Nunes, Cristiane
year 2011
title Trajetórias de Aprendizagem em Representação Gráfica Digital [Learning in Paths Digital Graphic Representation]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 167-170
summary This paper describes a process of delimitation of learning trajectories in Digital Graphic Representation, for training in architecture. These paths are configured by an exercises sequence of representation of architectural works, selected so as to contemplate broader concepts and techniques possible in terms of formal settings. From the provision of learning materials are being promoted moments of ownership of digital techniques of representation, incorporating educational objectives of the disciplines of Design, Architecture and Computer Science Applied to Geometry.
keywords Learning paths; digital graphics representation; architectural works; teaching materials
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p083
id cf2011_p083
authors Calderon, Dominguez, Emmanuel Ruffo, Hirschberg Urs
year 2011
title Towards a Morphogenetic Control of Free-Form Surfaces for Designers
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. 165-180.
summary The present paper discusses a novel computational design strategy for approximating architectural free form geometry with discrete planar elements by using morphogenetic patterns. We report on an ongoing research project [1], which is focused on the design of flat ornamental tessellations by using computational geometry for the discretization of curved forms rather than manufacturing curvy elements, which typically increase cost. The significance of our approach lies in the fact that it allows the designer to progressively embrace the constructive constraints and their esthetic potential already in the design stage and to follow them through to actual fabrication.
keywords morphogenetic geometry, design strategies, user-interactiveness, design control, flat tessellations, ornamental structure.
series CAAD Futures
email
last changed 2012/02/11 19:21

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

_id sigradi2011_423
id sigradi2011_423
authors Chiarella, Mauro; Dalla Costa, Matias
year 2011
title Patrones Generativos Dinámicos (URDIR.Lab). Estrategias proyectuales paramétricas simples para el ejercicio profesional cotidiano [Dynamic Generative Patterns (URDIR.Lab). Simple Parametric Design Strategies for Everyday Practice]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 210-214
summary The international architecture of the past decade adds parametric design to the project as a new variable dynamic strategy in the design process. Generative patterns meet a way of achieving parameterization from the computational geometry. The experimental developments of URDIR.Lab (FADU-UNL) group, ranges from: the current projective exercises with dynamic materials and forms to the development of simple formulas applied to everyday practice. The proposed challenge is to merge the local available technological resources - pre-industrial and industrial - with the ideation systems of post-industrial technologies.
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2011_391
id sigradi2011_391
authors Claro, Ana Julia
year 2011
title Herramientas digitales para la ideación y desarrollo de formas complejas [Digital tools for conception and development of complex forms]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 197-200
summary The aim of this investigation is to study the connection between geometry and architecture, nowadays strongly stimulated by the use of digital tools, design and fabrication. At the same time, it expresses the need to develop interdisciplinary processes when analyzing the conception and construction of complex forms in the architecture, focusing on creating a computer application in charge of the unfold of NURBS surfaces, carried out for this study.
series SIGRADI
email
last changed 2016/03/10 09:49

_id ecaade2011_101
id ecaade2011_101
authors Colakoglu, Birgul
year 2011
title Introduction to Architecture Studio: Geometry, Rules and Patterns
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.745-750
doi https://doi.org/10.52842/conf.ecaade.2011.745
wos WOS:000335665500086
summary Introduction to architecture studio introduces students of architecture with fundamentals of design and design thinking. Here, the students learn: analytical thinking by constructive analysis of precedents; language of design by using basic geometric elements and operational/transformational principles among them; and principles of form making by engaging in constructing the form. The paper explains the process of the studio in which shape grammar methodology is utilized in teaching analytical thinking, language of design and principles of form making to architecture students.
keywords Architecture Studio Education: Shape Grammars: Rule Based Design
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_020
id ecaade2011_020
authors de la Barrera Poblete, Carlos Ignacio
year 2011
title Evolutionary Strategy to Design Optimized Architecture
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.293-301
doi https://doi.org/10.52842/conf.ecaade.2011.293
wos WOS:000335665500033
summary The purpose of the present experiment consists in optimizing a building modifying its apertures (windows) and its geometry to reduce heating and air conditioning consumption. The optimization is performed using a Micro-Genetic Algorithm (Micro-GAs) programmed in C# embedded like a series of functions into GenerativeComponents (GC). EnergyPlus (E+) software is used to evaluate the HVAC consumption levels of the building. The aim of the optimization is to keep the temperature at 20ºC on the hottest and coldest day using the least possible energy (Jules). In conclusion, this article proposes a new technique based on parametric modelling, evaluation and evolutionary optimization to generate efficient buildings with HVAC consumptions.
keywords Optimization; Parametric design; Genetic Algorithms; Energy Consumption; Architecture
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_036
id ecaade2011_036
authors Gmelin, Sebastian; Agger, Kristian; Lassen, Michael Henry
year 2011
title Simulation Design Tools: Using Parametric Building Information Modeling and Physical Simulation for Form Finding of Double Curved Surfaces
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.215-224
doi https://doi.org/10.52842/conf.ecaade.2011.215
wos WOS:000335665500024
summary Parametric modeling is a powerful tool to create variations of a design following specified criteria. Physical modeling provides flexible relationships between design elements and can simulate the behavior of hanging chain models. Building Information Modeling can contain geometry and design properties and relations. In this paper it is proposed to join all three to create a Simulation Design Tool that allows the intuitive creation of double curved surfaces which follow the rules of funicular systems. This tool is implemented in B-Processor, open-source Building Information Modeling software to bridge the break that occurs when moving from a design software package to Building Information Modeling. It is shown how the tool balances intuitive sculpting and accurate simulation and how the user can interact to mediate different design requirements.
keywords Form Finding; Parametric Building Information Modeling; B-Processor; Particle Spring System; Grid Shell
series eCAADe
email
last changed 2022/05/01 23:21

_id acadiaregional2011_020
id acadiaregional2011_020
authors Hudson, Roly; Drew MacDonald, Mark Humphreys
year 2011
title Race track modeler. Developing an Iterative Design Workflow Combining a Game Engine and Parametric Design
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.v2b
summary This paper documents the continuing development and testing of a novel digital work flow established and implemented for the design and redevelopment of formula one racing tracks. The Race Track Modeler (RTM) tool uses a game engine to simulate driving around proposed track designs. Performance data from the simulation is combined with real data acquired from analysis of vehicle mounted accident data recorders (ADRs). The output of the tool is a graphical representation of simulated stopping positions of vehicles that have lost control and left the track. This information directly informs the design of motor racing facilities; the zoning of spectator facilities, position and specification of crash barriers (if required), and surface material selection for the run-off zones (the area where vehicles are expected to stop after losing control and leaving the track). The RTM can suggest further design changes to the track geometry which are then fed back into the game engine. The project involves methods of binding analysis of design directly to geometry together with input from interactive controls. The RTM has been developed and tested during the redevelopment of Silverstone race track in the United Kingdom (figure 1) this paper documents the current state of the tool and concludes with proposed future developments.
series ACADIA
last changed 2022/06/07 07:49

_id acadia11_52
id acadia11_52
authors Iwamoto, Lisa; Scott, Craig
year 2011
title Material Computation: Voussoir cloud
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. 52-55
doi https://doi.org/10.52842/conf.acadia.2011.052
summary In contrast to such structurally pure models, the power of computation has opened possibilities for at once muddying and synthesizing geometry, structure and material performance. Where the earlier twentieth century experiments employed a more or less uniform tectonic based on symmetrical structural diagrams, contemporary analysis and design techniques can efficiently adapt a material system to address variable, localized, and non-symmetrical loading conditions. This has resulted in projects characterized by non-optimized structural forms that register the impacts of geometry on material behavior with a deviated tectonic system.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:50

_id cf2011_p075
id cf2011_p075
authors Janssen, Patrick; Chen Kian Wee
year 2011
title Visual Dataflow Modelling: A Comparison of Three Systems
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. 801-816.
summary Visual programming languages enable users to create computer programs by manipulating graphical elements rather than by entering text. The difference between textual languages and visual languages is that most textual languages use a procedural programming model, while most visual languages use a dataflow programming model. When visual programming is applied to design, it results in a new modelling approach that we refer to 'visual dataflow modelling' (VDM). Recently, VDM has becoming increasingly popular within the design community, as it can accelerate the iterative design process, thereby allowing larger numbers of design possibilities to be explored. Furthermore, it is now also becoming an important tool in performance-based design approaches, since it may potentially enable the closing of the loop between design development and design evaluation. A number of CAD systems now provide VDM interfaces, allowing designers to define form generating procedures without having to resort to scripting or programming. However, these environments have certain weaknesses that limit their usability. This paper will analyse these weaknesses by comparing and contrasting three VDM environments: McNeel Grasshopper, Bentley Generative Components, and Sidefx Houdini. The paper will focus on five key areas: * Conditional logic allow rules to be applied to geometric entities that control how they behave. Such rules will typically be defined as if-then-else conditions, where an action will be executed if a particular condition is true. A more advanced version of this is the while loop, where the action within the loop will be repeatedly executed while a certain condition remains true. * Local coordinate systems allow geometric entities to be manipulated relative to some convenient local point of reference. These systems may be either two-dimensional or three-dimensional, using either Cartesian, cylindrical, or spherical systems. Techniques for mapping geometric entities from one coordinate system to another also need to be considered. * Duplication includes three types: simple duplication, endogenous duplication, and exogenous duplication. Simple duplication consists of copying some geometric entity a certain number of times, producing identical copies of the original. Endogenous duplication consist of copying some geometric entity by applying a set of transformations that are defined as part of the duplication process. Lastly, exogenous duplication consists of copying some geometric entity by applying a set of transformations that are defined by some other external geometry. * Part-whole relationships allow geometric entities to be grouped in various ways, based on the fundamental set-theoretic concept that entities can be members of sets, and sets can be members of other sets. Ways of aggregating data into both hierarchical and non-hierarchical structures, and ways of filtering data based on these structures need to be considered. * Spatial queries include relationships between geometric entities such as touching, crossing, overlapping, or containing. More advanced spatial queries include various distance based queries and various sorting queries (e.g. sorting all entities based on position) and filtering queries (e.g. finding all entities with a certain distance from a point). For each of these five areas, a simple benchmarking test case has been developed. For example, for conditional logic, the test case consists of a simple room with a single window with a condition: the window should always be in the longest north-facing wall. If the room is rotated or its dimensions changed, then the window must re-evaluate itself and possibly change position to a different wall. For each benchmarking test-case, visual programs are implemented in each of the three VDM environments. The visual programs are then compared and contrasted, focusing on two areas. First, the type of constructs used in each of these environments are compared and contrasted. Second, the cognitive complexity of the visual programming task in each of these environments are compared and contrasted.
keywords visual, dataflow, programming, parametric, modelling
series CAAD Futures
email
last changed 2012/02/11 19:21

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