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 543

_id acadia11_162
id acadia11_162
authors Payne, Andrew
year 2011
title A Five-axis Robotic Motion Controller for Designers
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. 162-169
doi https://doi.org/10.52842/conf.acadia.2011.162
summary This paper proposes the use of a new set of software tools, called Firefly, paired with a low-cost five-axis robotic motion controller. This serves as a new means for customized tool path creation, realtime evaluation of parametric designs using forward kinematic robotic simulations, and direct output of the programming language (RAPID code) used to control ABB industrial robots. Firefly bridges the gap between Grasshopper, a visual programming editor that runs within the Rhinoceros 3D CAD application, and physical programmable microcontrollers like the Arduino; enabling realtime data flow between the digital and physical worlds. The custom-made robotic motion controller is a portable digitizing arm designed to have the same joint and axis configuration as the ABB-IRB 140 industrial robot, enabling direct conversion of the digitized information into robotic movements. Using this tangible controller and the underlying parametric interface, this paper presents an improved workflow which directly addresses the shortfalls of multifunctional robots and enables wider adoption of the tools by architects and designers.
keywords robotics; CAD/CAM; firefly; direct fabrication; digitizing arm
series ACADIA
type normal paper
email
last changed 2022/06/07 07:59

_id caadria2011_014
id caadria2011_014
authors Khoo, Chin Koi and Flora Dilys Salim
year 2011
title Designing elastic transformable structures: Towards soft responsive architecture
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. 143-152
doi https://doi.org/10.52842/conf.caadria.2011.143
summary This paper discusses the issues of designing and building environment involving spatial conditions that can be physically reconfigured to meet changing needs. To achieve this architectural vision, most current research focuses on the kinetic, mechanical systems and physical control mechanisms for actuation and structural transformation. Instead of the ‘hard’ mechanical joints and components, there is an unexplored ‘soft’ approach using lightweight elastic composite materials for designing responsive architectural skins and structures. This paper investigates the new possibilities for the manipulation of various architectural enclosures using ‘soft’ and elastic transformable structures, in response to environmental, communication and adapting to various contexts. This approach intends to minimise the mechanistic actuations and reduce weight for such operations. Therefore, this research introduces two modules (a tetrahedron and a cube) as responsive spatial models to test the potentials and limitations for the implementation of elastic materials with responsive capability towards reconfigurable architectural enclosure. Despite their individual differences, these experiments identify a trajectory for new possibilities for elastic architectural components that are more appropriate for ‘soft’ responsive architecture. We argue that this approach can provide an early hypothesis for design responsive architecture with a mix of passive and active design strategies.
keywords Elastic; transformable; soft; responsive
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2011_347
id sigradi2011_347
authors Trevisan Pupo, Regiane; Aranda, Isadora Magdalena
year 2011
title Sentir um quadro [Feeling a painting]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 281-284
summary Since 2007, LAPAC - Laboratory of Automation and Prototyping for Architecture and Construction, FEC, UNICAMP, has developed scientific researches in rapid prototyping. With the recent acquisition of a numerical control machine (CNC), LAPAC starts a new line of research, the digital fabrication, which gives the production possibility of real scale objects and its moulds. It is also possible to produce relief surfaces using a wide range of materials. This research?s purpose is to reproduce pictures in relief (2.5D) so that visually impaired and people with subnormal vision can experience art by touch and will reckon on LAB (Laboratory of Accessibility) of UNICAMP.
series SIGRADI
email
last changed 2016/03/10 10:01

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

_id acadia17_512
id acadia17_512
authors Rossi, Andrea; Tessmann, Oliver
year 2017
title Collaborative Assembly of Digital Materials
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 512- 521
doi https://doi.org/10.52842/conf.acadia.2017.512
summary Current developments in design-to-production workflows aim to allow architects to quickly prototype designs that result from advanced design processes while also embedding the constraints imposed by selected fabrication equipment. However, the enduring physical separation between design space and fabrication space, together with a continuous approach to both design, via NURBs modeling software, and fabrication, through irreversible material processing methods, limit the possibilities to extend the advantages of a “digital” approach (Ward 2010), such as full editability and reversibility, to physical realizations. In response to such issues, this paper proposes a processto allow the concurrent design and fabrication of discrete structures in a collaborative process between human designer and a 6-axis robotic arm. This requires the development of design and materialization procedures for discrete aggregations, including the modeling of assembly constraints, as well as the establishment of a communication platform between human and machine actors. This intends to offer methods to increase the accessibility of discrete design methodologies, as well as to hint at possibilities for overcoming the division between design and manufacturing (Carpo 2011; Bard et al. 2014), thus allowing intuitive design decisions to be integrated directly within assembly processes (Johns 2014).
keywords material and construction; construction/robotics; smart assembly/construction; generative system
series ACADIA
email
last changed 2022/06/07 07:56

_id sigradi2011_198
id sigradi2011_198
authors Aroztegui Massera, Carmen
year 2011
title La cámara en la animación de arquitectura. Reconsiderando “la mirada” y el régimen de mostración en el cine [The Camera in Architectural Animation. Reconsidering “The Gaze” and The Registration Regime in the Cinema]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 432-435
summary Even though inspired by cinema, architecture animations often oversimplify filmic space, and conflate two distinct concepts: gaze, and vision. Such misinterpretation leads to overuse camera movement to present spaces as if the change of point of view would lead to communicate lived space. This article introduces such discussion in the context of the tableau vivant, a living picture, explores the use of the shot sequence and the use of non-narrative scenes.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2011_021
id ecaade2011_021
authors Asanowicz, Aleksander
year 2011
title Digital “serial vision” - new approach in urban composition teaching
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.716-724
doi https://doi.org/10.52842/conf.ecaade.2011.716
wos WOS:000335665500083
summary The paper discusses the following problem: How can digital technology are integrated with urban composition teaching to provide a better understanding of the aesthetical and emotional aspects of the city? It argues for the current need for an integration of computer modelling and the approaches developed form the work of K. Lynch, G. Cullen, R. Krier, F. Ching. The paper is based on the experience in design studio teaching and an experiment completed with students. The exercise shows the students that different spatial organization may cause different emotions according to the treatment of space-defining elements. The paper presents the background and context as well as describes the experimental environment and the student work.
keywords Urban composition; serial vision; computer animation
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
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. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_356
id sigradi2011_356
authors Bustos Lopez, Gabriela; González, Giscard; Rincón, Francisco
year 2011
title Arquitectura Interactiva, reacción, comportamientos y transformaciones en el Programa de Diseño Digital [Interactive architecture, reaction, behaviors and transformations in the Digital Design Program]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 171-175
summary This paper shows an academic strategy of production in the Interactive Architecture´s Mention of the Digital Design Diploma from the School of Architecture and Design at the University of Zulia, like weaves of reactions in the process of creation in the virtual space in 3D, and its establishment like interactive architectonic devices, jointly with a conceptual exposition that is based on the interactivity definition from the complex epistemology vision. It is the manifestation of an academic experience developed within the framework of both theoretical and practice exposition, based on the complex epistemology of the design with digital technology.
keywords Architecture, interactivity; digital design; intelligent behaviors
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p067
id cf2011_p067
authors Hsiao, Chih-Pin; Johnson Brian
year 2011
title Combined Digital & Physical Modeling with Vision-Based Tangible User Interfaces: Opportunities and Challenges
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. 785-800.
summary Designers in architectural studios, both in education and practice, have worked to integrate digital and physical media ever since they began to utilize digital tools in the design process. There are benefits of working in the digital domain as well as benefits of working physically; confronting, or seeming to confront, architects with a difficult choice. Emerging strategies for human-computer interaction such as tangible user interfaces and computer vision techniques present new possibilities for manipulating architectural designs. These technologies can help bridge between the digital and physical worlds. This paper discusses some of these technologies, analyzes several current design challenges and presents a prototype that illustrates ways in which a broader approach to human- computer interaction might resolve the problem. The ultimate goal of breaking down the boundary between the digital and physical design platforms is to create a unified domain of "continuous thought" for all design activities.
keywords Computer-aided Architectural Design, Tangible Interaction, Vision-Based Computing
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2011_053
id caadria2011_053
authors Jalalian, Arash; Stephan K. Chalup and Michael J. Ostwald
year 2011
title Agent-agent interaction as a component of agent-environment interaction in the modelling and analysis of pedestrian visual behaviour
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. 555-564
doi https://doi.org/10.52842/conf.caadria.2011.555
summary This multidisciplinary project involves concepts from architectural design, statistical learning, machine vision, and human ecology. The focus is on analysing how pedestrians’ dynamic behaviour in space is influenced by the environmental design of different architectural scenarios. This paper presents a multi-agent pedestrian simulation and analysis system that supports agent-to-agent interactions, different spatial desires, and interpersonal distance. The system simulates and analyses pedestrian spatial behaviour with combined focus on movement trajectories, walking speed, and the visual gaze vector. The analysis component relies on learning a statistical model characterising normal/abnormal behaviour, based on sample observations of regular pedestrian movements without/with the impacts of significant visual attractions in the environment. Using the example of Wheeler Place in Newcastle (Australia) our pilot experiments demonstrate how pedestrian behaviour characteristics can depend on selected features in the visual environment. The presented system will allow architects and urban designers to obtain better assessment of planned urban spaces and streetscape characteristics and their impacts on pedestrian behaviour.
keywords Agent interaction; pedestrian behaviour; analysis
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2013_080
id caadria2013_080
authors Koh, Immanuel
year 2013
title Computer Vision and Augmented Reality Technologies in Experimental Architectural Design Education at the AA
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 427-436
doi https://doi.org/10.52842/conf.caadria.2013.427
wos WOS:000351496100042
summary This paper aims to investigate the potential of both open source software and new media (esp. computer vision and augmented reality) as tools for architectural design and education. The examples illustrated in the paper would be drawn mainly from students’ projects done as part of their AA Media Studies Course submission at the AA School of Architecture (AA) during the academic years from 2011/2012 to 2012/2013. The paper outlines the main approaches, which students have chosen to implement, both directly and indirectly, these new media and tools into their studio work at the AA. Section 1 briefly introduces a range of currently available open source computational design toolkits that are deemed useful for quick implementation of computer vision and augmented reality technologies. The related programming languages, softwares and hardwares would also be introduced and described accordingly. Sections 2 and 3 are accompanied with a visual catalogue of students’ projects to better illustrate the diversity in the understanding and implementation of computer vision and augmented reality technologies in architectural design. Section 4 serves to conclude the paper by first discussing briefly the feedback from students at the end of the course before clarifying the context of the research and thus its relation to recent work done by others using similar technologies.  
keywords Computer vision, Augmented reality, Generative design, Interaction design 
series CAADRIA
email
last changed 2022/06/07 07:51

_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 eaea2009_ohno_wada
id eaea2009_ohno_wada
authors Ohno, Ryuzo; Yohei Wada
year 2011
title Visibility of Guide Signs for Pedestrians in Motion: An Application of an Immersive Visual Simulation System
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 107-114
summary When we visit a complex railway station or a large shopping mall, we rely on guide signs to find our destination. These are not always helpful, however, since the sheer number of signs around us may distract us from picking up the necessary information. The presence of other pedestrians also adds to the difficulty by blocking our view. In crowded situations where we cannot disturb pedestrian flow, we must moreover be able to read signs while walking and paying attention to the people ahead. With the above in mind, the present study uses an immersive visual simulation system to examine the influence of observation conditions on sign detection and recognition by pedestrians in motion. Two experiments were performed for the present study. The first examined the readable range (readability threshold) of three types of sign lettering in motion. This served to determine conditions for the second experiment as well as to test the performance of the immersive visual simulation system. The system displays wide-angle images (180 degrees both vertically and horizontally) capable of filling viewers’ peripheral vision; viewers may also gain stereoscopic vision through the use of polarizing glasses. The second experiment examined the influence of various observation conditions on sign detection and recognition while in motion. The virtual experimental space, made to resemble a concourse in a large railway station, was 15 m wide and 3.5 m high. The subjects, nine university students, were asked to detect the target that was assigned one of the eight figures while moving through the virtual space at a walking speed (1.5m/s) and to tap a keyboard at hand when the target was detected. At the moment of the subject’s response, the distance between the observation point and the target in the virtual space was recorded. The factors tested were sign layout (density, aggregation, alignment) and presence of other pedestrians. The degree of influence of a factor was determined by analyzing the detection distance for a comparison stimulus versus for a standard stimulus as well as the ratio of targets detected. The experiments revealed that the readability of figures viewed in motion may differ from when they are viewed under static conditions. The following factors were found to be relevant to sign detection and recognition while in motion: 1) density of signs (amount of visual information), 2) smoothness of eye movement from one sign to another, and 3) allocation of visual attention. Although the results were obtained in virtual experimental settings, and the absolute numerical values therefore have limited meaning, the results nonetheless empirically clarify some of the mechanisms involved in the detection and recognition of guide signs by pedestrians.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id sigradi2011_191
id sigradi2011_191
authors Tomara, Avra; Liapi, Marianthi; Parthenios, Panos
year 2011
title Translating Urban Environment to Music. A Proposal for an Augmented Perception of our Cities through their Music Imprint
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 530-533
summary This paper presents a methodology to augment acoustically the experience of the urban environment by mapping its fundamental spatial elements and translating them to sound and music. The methodology can be applied at any given path of an urban network to generate its acoustical representation with sounds produced by appropriately chosen musical instruments. The objective is twofold. On the one hand it targets the amelioration of the urban experience of people with impaired vision while on the other it offers a more synaesthetic spatial perception to all those who rely mostly on their retinal understanding of the environment.
keywords Architecture; music; translation; spatial perception; urban experience
series SIGRADI
email
last changed 2016/03/10 10:01

_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 caadria2011_009
id caadria2011_009
authors Anderson, Jonathon and Ming Tang
year 2011
title Form follows parameters: Parametric modeling for fabrication and manufacturing processes
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. 91-100
doi https://doi.org/10.52842/conf.caadria.2011.091
summary As the architectural field continues to explore the possibilities of parametric design it is important to understand that architectural computation has evolved from representations to simulation and evaluation. This paper explores the digital processes of parametric scripting as a way to generate architectural artefacts that can be realized in the physical landscape through various digital fabrication and industrial manufacturing techniques. This paper will highlight the important discoveries of the geometries and the implications the script has on the construction processes. One benefit of using parametric modelling as a component to the manufacturing pipeline is being able to explore several design iterations in the digital realm before ever realizing them in the physical landscape. Furthermore, parametric modelling allows users to control the production documentation and precision needed to manufacture. As a result, the design pipeline presented in this paper seeks to eliminate the construction processes that hinder the physical act of making architecture.
keywords Manufacturing process; parametric modelling; 3D printing, plastic casting; mould making
series CAADRIA
email
last changed 2022/06/07 07:54

_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
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last changed 2012/02/11 19:21

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