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 101

_id acadiaregional2011_015
id acadiaregional2011_015
authors Holland, Nate
year 2011
title Inform Form Perform
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.r3s
summary Architects have developed and employed parametric design strategies to both address these performance related concerns and improve their production. Though these strategies have improved architectural design, they are not being used to their full extent in the design process. I propose taking the use of computers in aiding architectural design one step further; information and data should INFORM the project, driving the creation of a building FORM enabling it to PERFORM at higher levels than traditional design.
series ACADIA
last changed 2022/06/07 07:49

_id acadia11_316
id acadia11_316
authors d’Estree Sterk, Tristan
year 2011
title Using Robotic Technologies to Integrate External Influences in Design
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. 316-317
doi https://doi.org/10.52842/conf.acadia.2011.316
summary Designers have always assembled materials to form purposeful connections between ideas and spaces, uniting the height of human thought with the great ability of people to shape the world with their hands and tools. People have understood this opportunity and used it to inform the material investments that they make in buildings.When reflecting upon the past ten or so years of practice it is clear that some methodologies have matured. Professionals, academics and students have found new ways to connect thinking and doing. These connections have a different flavor and tend to feel more analytical to those once used. Previously internalized decisions are being made increasingly explicit by a generation of designers that has found a more meaningful overlap between the theories and procedures of design. The methods they use are visual, analytical, as well as intuitive, and encompassed within a whole gamut of tools such as Grasshopper, Ecotect, Digital Project and Generative Components. All of these tools provide opportunities for designers to inquisitively explore alternative formal, spatial and environmental relationships. The opportunities that are brought by increasing externalization are important. Design is at once turning away from its focus on the end result, be it a building or an interior, and toward a renewed interest in the design process itself. Brought about by encapsulating design principles into self-made tools, this shift has enabled families of formal outcomes rather than singular instances of ‘pure’ architecture. These multiple, equally valid, formal outcomes disrupt more traditional measures of formal legitimacy and help move architects toward more relational understandings of space, time and environment.
series ACADIA
type moderator overview
email
last changed 2022/06/07 07:55

_id sigradi2011_092
id sigradi2011_092
authors Hemmerling, Marco
year 2011
title Informed Material
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 339-342
summary Next to the possibilities of digital form-finding strategies, parametric design and computational visualization techniques, which lead to an increasing virtualization of our society - rapid technologies allow today for the direct translation of the digital model into the physical world. As a result of this process the experience of digital realities, driven by virtual environment gets an interesting shift back to the physical world. Against this background the paper points out that it is a question of design to define contemporary and intended matters, processes and strategies of interaction, in other words: to inform the design.
keywords Rapid Prototyping; Materialization; Perception; Digital Design Tools; Human-Centered Design
series SIGRADI
email
last changed 2016/03/10 09:53

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20109303
id ijac20109303
authors Meyboom, AnnaLisa
year 2011
title Heavy Design
source International Journal of Architectural Computing vol. 9 - no. 3, 251-258
summary Digital tools in architecture have a powerful capability that we have only begun to explore; the questions to ask of them are perhaps not what they can do but what should we use them for? To date, much of the work done in the area of computational design has been used as elaborate patterning - some have called it ‘ornament’. The significance of this ornament is not only pleasure but in its use of digital patterns to represent our current complex and digital age.This representation in itself is not problematic; however, what is problematic is the lack of other meaningful uses of the digital form-generating tools and their distance from a culture of making. The main failing of our use of digital design (algorithmic or not) in architecture to this point is its inability to translate smoothly from the digital world to the physical world. The main reasons for this difficulty in translation are gravity and inherent material properties. Working with gravity and its physical implications is generally considered the role of the structural engineer; as such, engineers have generally created digital tools in this area.The engineer's methodology analyses a structure based on complex structural analysis programming but in order to do this, a detailed description of the structure must already exist. This is not useful in preliminary stages of design. However, the generation of architecture within an environment, which already includes structural principles, may bring us one step closer to this transition of virtual to physical by including gravity in architectural generation while not diminishing the creative form-generating process. An approach has been proposed which responds with a concept of ‘heavy design’. This type of approach incorporates logics from other disciplines, primarily structural engineering, to inform design. The design process incorporates the structural behavior of a system into the architectural model. Engineering offers a mathematical interpretation of the physical world and this is inherently suited to algorithmic design because it is already in equation form. It can thus be programmed into the architectural form generational software. The variables used in the equations become the variables within the architectural design and this inherently brings the natural physical laws to the architecture through a numerical, algorithmic method. The design produced is not a singular answer but rather a responsive vocabulary of a structural system, which is then employed in design in differing conditions. The architecture produced is both function and ornament, having cultural interpretation but carrying out many engineering tasks: a true parametric architecture.
series journal
last changed 2019/05/24 09:55

_id ijac20119405
id ijac20119405
authors Koi Khoo, Chin; Flora Salim and Jane Burry
year 2011
title Designing Architectural Morphing Skins with Elastic Modular Systems
source International Journal of Architectural Computing vol. 9 - no. 4, 379-419
summary This paper discusses the issues of designing architectural skins that can be physically morphed to adapt to changing needs.To achieve this architectural vision, designers have focused on developing mechanical joints, components, and systems for actuation and kinetic transformation. However, the unexplored approach of using lightweight elastic form-changing materials provides an opportunity for designing responsive architectural skins and skeletons with fewer mechanical operations. This research aims to develop elastic modular systems that can be applied as a second skin or brise-soleil to existing buildings.The use of the second skin has the potential to allow existing buildings to perform better in various climatic conditions and to provide a visually compelling skin.This approach is evaluated through three design experiments with prototypes, namely Tent, Curtain and Blind, to serve two fundamental purposes: Comfort and Communication.These experimental prototypes explore the use of digital and physical computation embedded in form-changing materials to design architectural morphing skins that manipulate sunlight and act as responsive shading devices.
series journal
last changed 2019/07/30 10:55

_id ijac20109202
id ijac20109202
authors van Embden, Maria Vera; Andres, Michela Turrin, Peter von Buelow
year 2011
title ARCHITECTURAL DNA: A genetic exploration of complex structures
source International Journal of Architectural Computing vol. 9 - no. 2, 133-150
summary The approach demonstrated in this paper uses Evolutionary Computation (EC) to enhance and modify structural form based on biological micro structures.The forms are modified to conform to new boundary conditions associated with architectural structures.The process is based on a Genetic Algorithm (GA) which visually exposes for the designer a range of good performing solutions within thedesign space. The application of the GA is combined with parametric software, in this case Generative Components (GC). The program described here as ParaGen (Parametric Genetic Algorithm), uses a Finite Element Analysis (FEA) to determine the structural performance of the forms.This allows the designer to manipulate and optimize a parametrically defined model based on predefined criteria and parameters.The opportunities and limitations of this design process are explored and evaluated based on an experimental case study using topologies based on radiolarian skeletons.The design procedure described includes user interaction in the exploration of solutions that perform well both for the explicitly defined programmatic criteria (structural) as well as for the implicit criteria provided by the designer (visual aesthetic).
keywords structural morphology, parametric design, genetic algorithm, structural optimization.
series journal
last changed 2019/05/24 09:55

_id b339
id b339
authors Bunster, Victor
year 2011
title Tropism-oriented generative design: Analogical models for heterogeneous goal integration
source Master of Philosophy (MPhil) Thesis. Faculty of Architecture, Building and Planning, The University of Melbourne.
summary Architecture often requires integration between heterogeneous objectives. Both empirical requirements and speculative aspirations inform design in ways that resist ready formalization under computerizable logic. This thesis explores the possibilities of tropism-analogy as strategy for tackling some of these diverse objectives in a generative system. The feasibility of addressing heterogeneous goals with a computerizable design system is established by reviewing the role of rule-based strategies in vernacular tradition and the possibilities of analogies in recent generative methods. Then, the concept of tropism is analysed in depth, starting from its origins to its manifestation in a broad range of disciplines. This analysis leads to the definition of tropism as a ‘process of turn’ that enables purposeful connections between a system and its environment, an invariant property that may result in different levels of adaptation. These generalized conditions are used as conceptual foundation to explore analogical connections between divergent dimensions of architectural problems, and to define a feedback-enabled generative system that uses tropism-inspired rules in tackling contrasting design objectives. This system is implemented as a proof-of-concept for the Chilean social housing program, where is used to generate façade prototypes that respond simultaneously to thermal comfort and formal expression criteria. The outcomes of this thesis suggest that tropism-analogy can be used in tackling heterogeneous façade objectives and, therefore, to define novel design methods to explore goal-integration in computer-based generative architecture systems.
keywords generative architecture, design computation, tropism analogy, goal integration, social housing
series thesis:MSc
type normal paper
email
more http://dtl.unimelb.edu.au/R/98KH7M6SLEUI1J2GUA82K5A1AQSR7NK9HMI4GPCRJGFAEYDGHF-01472?func=dbin-jump-full&object_id=277253&local_base=GEN01&pds_handle=GUEST
last changed 2012/07/06 17:57

_id acadia11_318
id acadia11_318
authors Doumpioti,Christina
year 2011
title Responsive and Autonomous Material Interfaces
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. 318-325
doi https://doi.org/10.52842/conf.acadia.2011.318
summary This paper presents continuing research on responsive systems in architecture; the ability of architectural systems to change certain properties in response to their surrounding environmental pressures. While doing so, it shifts from current and past examples of mechanical approaches of adaptation, towards biological paradigms of seamless material integration. Looking at biological mechanisms of growth and focusing on the material make-up behind them, the research proposes the exploration of material systems in a two-fold interrelated manner: firstly, through passive material systems of variable elasticity, and secondly through the embedment of smart materials with shape-changing properties. The combination of the two is aiming at architectural systems of functional versatility.Through an interdisciplinary approach, the paper examines the following questions: Is it possible to envisage structures that share the principles of adaptation and response of living organisms? What are the technological challenges faced when designing self-actuated responsive interfaces? Which is the conceptual framework for understanding and investigating complex adaptive and responsive systems? By exploring and synthesizing theories and tools from material science, bioengineering and cybernetics the aim is to inform architectural interfaces able to enhance interconnectivity between the man-made and the natural. Focusing on the self-organization of material systems the intention is to suggest architectural interventions, which become sub-systems of their ecological milieu. The emphasis therefore is placed not on architectural formalism, but on how we can define synthetic environments through constant exchanges of energy, matter and information.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id caadria2011_054
id caadria2011_054
authors Herr, Christiane M.
year 2011
title Gains, losses and limitations in designing parametrically: A critical reflection of an architectural design studio in China
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. 569-578
doi https://doi.org/10.52842/conf.caadria.2011.569
summary This paper argues that learning to design parametrically in the architectural studio entails gains but also losses, since the parametric design approach tends to and encourage certain patterns of thought while discouraging others. This investigation complements previous research focusing mostly on technological aspects. Based on observational data from a parametric design studio in China, this paper discusses how parametric designing can pose challenges to existing design values and approaches, specifically within a Chinese context. It further draws attention to the limitations of parametric designing, which in the observed cases required both students and teachers to break and extend parametric models besides and beyond parametric variation to make them work architecturally. This paper aims to inform educators employing parametric designing in their architectural design studios as well as researchers who examine such studios.
keywords Parametric design; studio; design culture; education
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id ecaade2011_067
id ecaade2011_067
authors Kontovourkis, Odysseas
year 2011
title Pedestrian Modeling as Generative Mechanism for the Design of Adaptive Built Environment
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.850-858
doi https://doi.org/10.52842/conf.ecaade.2011.850
wos WOS:000335665500098
summary The investigation of the relationship between pedestrian modeling and the built environment is essential in the process of analyzing, evaluating and generating new architectural spaces that can satisfy circulation design conditions and respect the surrounding environment in the best possible way. In order to achieve the direct interaction between the users and the environment, current work attempts to examine how pedestrian models can be used as generative mechanisms for the production of adaptive spaces, which can be optimized according to human movement behavior needs. In this investigation, an existing computer program will be further developed in relation to its ability to inform the environment in an adaptive manner resulting the formation of spaces that can influence and can be influenced by pedestrian movement behavior and hence circulation systems. This can be done by creating new rules of interaction between components, for instance between pedestrians and the geometry of environment, and by taking into account pedestrian movement behavior conditions, as well as functional and morphological architectural design criteria.
keywords Pedestrian modeling; virtual forces; generative design; adaptive built environment
series eCAADe
email
last changed 2022/05/01 23:21

_id ijac20109101
id ijac20109101
authors Moloney, Jules; Bharat Dave
year 2011
title From abstraction to being there: mixed reality at the early stages of design
source International Journal of Architectural Computing vol. 9 - no. 1, 1-16
summary We discuss the use of multiple design representations to enhance decision making at the early stages of design. Our interest is how the context in which design decisions are made can be extended by two interrelated approaches: (1) the incorporation of the temporal; (2) through the concurrent evaluation of qualitative representations and quantitative information. Outcomes from a practice survey and observations from design studios are used to inform the development of mixed reality (MixR) technology, to enable the applications to reflect architecture specific modes of design praxis. We propose two approaches - studio MixR and site MixR - reflecting the distinction between typical studio based design process and the requirements of a formal design review by the design team and stakeholders. Prototype applications have been implemented and a number of projects have been undertaken to illustrate some of the potential of mixed reality for architecture and urban design. These focus on the early stages of design, from the abstraction of parametric design to on site design reviews undertaken with augmented reality visualization.
series journal
last changed 2019/05/24 09:55

_id ecaade2011_165
id ecaade2011_165
authors Riether, Gernot; Jolly, Knox
year 2011
title Flexible Systems: Flexible Design, Material and Fabrication: The AIA pavilion as a case study
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.628-634
doi https://doi.org/10.52842/conf.ecaade.2011.628
wos WOS:000335665500073
summary This paper is about the fabrication process of the DesCours pavilion, a project that was realized in the context of a graduate design studio in the Fall Semester of 2010. The assembly and construction process of the pavilion will be used to show how parametric software, such as Grasshopper can inform fabrication and material systems. The paper will explain the fabrication process of a pavilion in detail and make an argument for plastic as a material that not only responds to the malleable characteristic of digital tools but also to environmental issues.
keywords Design Build; Grasshopper; CNC; Parametric Design; Digital Fabrication; Plastic
series eCAADe
email
last changed 2022/05/01 23:21

_id caadria2011_030
id caadria2011_030
authors Tan, Beng-Kiang and Jung-Ho Yeom
year 2011
title Mirrored message wall: Bridging the real and virtual community
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. 311-320
doi https://doi.org/10.52842/conf.caadria.2011.311
summary The Mirrored Message Wall is a cross-world digital public display located in both real and virtual world, for collective sharing of thoughts and messages and serves to connect the real world and virtual communities. The wall was installed at a university library foyer and concurrently at a 3D virtual campus for user studies. This paper presents its design, social factors considered in the design, implementation, and the findings of the user survey and observations. The results confirm that such an installation does encourage people to interact with each other and the results will inform a better design for the next version.
keywords Virtual environment; second life; interactive message wall; public display; social interaction
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2011_037
id ecaade2011_037
authors Vergopoulos, Stavros; Gourdoukis, Dimitris
year 2011
title Operating within Fragile Environments: Operating within Fragile Environments
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.768-778
doi https://doi.org/10.52842/conf.ecaade.2011.768
wos WOS:000335665500089
summary As the architectural community becomes more and more “aware” of the ecological problems that our environment faces, digital tools gain a prominent position in the attempts to inform the design process with environmental sensibilities. However digital tools could provide more than the means to evaluate the energy efficiency of a design. The paper discusses the possible ‘digital-to-analogue’ design methodologies that are developed through the use of advanced computational techniques, alongside with material explorations, through example-projects designed and constructed by the students of the School of Architecture of the Aristotle University of Thessaloniki during an intensive, one week workshop.
keywords Responsive Action; Digital & Analogue Processes; Design Protocols
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia11_380
id acadia11_380
authors Vermisso, Emmanouil
year 2011
title Cross-disciplinary Prototyping: Pedagogical Frameworks for Integrating Biological Analogies into Design Courses
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. 380-389
doi https://doi.org/10.52842/conf.acadia.2011.380
summary The increasing use of digital tools within the architectural curriculum dictates a necessity for critically approaching technology beyond its perception as a ‘tool’, towards the creation of a ‘method’. This paper proposes the use of discrete components, such as biology, computation and fabrication to build theoretical frameworks which inform design ‘experiments’ inviting the participation of the end-user through incorporation of kinetic devices. This is discussed with reference to a recently designed course, making an attempt to assess its strengths and potential as they relate to integration.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2011_155
id ecaade2011_155
authors Vrontissi, Maria; Azariadi, Styliani
year 2011
title Digital tools in the architectural design of a geodesic dome: The case-study of the bearing structure of an artificial sky lighting installation
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.511-520
doi https://doi.org/10.52842/conf.ecaade.2011.511
wos WOS:000335665500059
summary This article discusses the use of digital technology in the design and construction of a geodesic dome built in a student workshop as the bearing structure for an artificial sky lighting installation. Digital tools were used for the whole process from preliminary to detailed design, fabrication and assembly, in order to allow the investigation and precise representation of the geodesic geometry. However, limited possibilities, in combination with the intrinsic nature of the geometry, which allowed segregation of tasks, did not permit a full exploration of the potential of the digital continuum at that time; even though taking advantage of digital technologies, the process maintained some of its linear characteristics. A couple of years after the successful completion of the installation, the project is ‘revisited’ in retrospect, and the design process is ‘reengineered’ considering the design potential of recent advances in digital technology. In this work in progress, an attempt is made to work with an inclusive model that contains geometric, structural, material and manufacturing input and constraints and can inform design, fabrication and assembly processes, allowing for dynamic manipulation and control of parameters at any given time; thus, reconfiguring in real time the design, as well as the related processes.
keywords Digital tools; parametric design; geodesic dome; artificial sky
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
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. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
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

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