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

PDF papers
References

Hits 1 to 20 of 543

_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 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 c04a
id c04a
authors Krause D, Derix C and Gamlesaeter A
year 2011
title The Virtual Building Simulator: a Post-Parametric Spatial Planning Environment
source Proceedings of Construction Applications of Virtual Reality, Weimar, 2011
summary The described research of Fraunhofer IAO and AEDAS CDR examines the potential of post-parametric computational design together with immersive methods like Virtual Reality. The industrial approach of frontloading identifies the early design stage as crucial for all subsequent processes and the overall sustainability of future building projects. There VR together with innovative planning simulation methods allow to manage building models as complex systems for long-term planning reliability from construction to building operation. The Virtual Building Simulator represents a prototype of a design platform where the designer-user can immersive himself via VR into the interactive spatial formation process. The process synthesizes parametric constraints with design intent and algorithmic behavioural logics.
keywords Knowledge-based Processes, Algorithmic Design, Spatial Planning, VRfx
series other
type normal paper
email
more http://aedasresearch.com/files/publications/CONVR_2011_Paper_Virtual_Building_Simulator_finish.pdf
last changed 2012/09/20 17:19

_id acadia11_396
id acadia11_396
authors Lim, Jason
year 2011
title Let’s Work Together: A Stigmergic Approach to Acoustic 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. 396-403
doi https://doi.org/10.52842/conf.acadia.2011.396
summary This paper explores the application of agent-based modeling techniques to the domain of acoustics design. Concepts derived from Stigmergy, which is a class of mechanisms that mediate interactions between social organisms, are applied to a custom implementation of a raytracing based acoustics simulator. Rays are given the agency of changing the geometric and material properties of the surfaces they come in contact with during the raytracing phase. The acoustic simulation process is an active one, where the modeled room environment is adapted while being evaluated. Given performance criteria as input, the simulation process is applied to an auditorium example. The auditorium is adapted and its eventual emergent design has improved acoustic performance. It is hoped that this work will demonstrate the potential of coupling multi-agent systems with simulation processes in order to create new design tools.
series ACADIA
type work in progress
email
last changed 2022/06/07 07:59

_id cf2011_p095
id cf2011_p095
authors Shin, Dongyoun; Muller Arisona Stefan, Schmitt Gerhard
year 2011
title Crowdsourcing Urban Simulation Platform Using Mobile Devices and Social Networking Media Technologies
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. 233-246.
summary Introduction and Research Questions The research area of urban simulation methods has grown notably in recent decades. Most of the research topics that concern urban simulation have concentrated on defining the complexities of urban environments with certain rules and algorithms. However, cities are getting more complex and changes to them are being made at greater speed. Therefore, current urban simulation modeling approaches based on rules and protocols are still struggling to reduce the gap between the virtual simulation environment and the real cities, since the behavior of citizens is frequently unpredictable and continuously adapting. In this context, research is necessary to develop more fundamental simulation methods that can handle these complexities and changes, leading to new design decision support systems. Therefore, this research was motivated with the following questions: What is the origin of the complexities and transformations of the urban environment? How can we approach the origin to deal with the urban complexities and transformations? To answer these questions, we hypothesize that the diverse human intentions are the origin of the issues that result from all of the complexities and changes of the cities. General Objectives As a result, we propose a participatory simulation environment that brings human intention into the urban simulator: a crowdsourcing [1] simulation platform that is operated by the people‚Äôs participation. To achieve this crowdsourcing urban sustainability simulation environment, we must address the following research issues: categorization of urban sustainability indicators and technologies, inducing mass participations, and an implementation of social network services. Furthermore, we aim at using mobile computing devices, such as smart phones, as a terminal to the simulation environment. Fundamental Goals Our goal is to enable people to share urban information at any time and to compare each other‚Äôs contributions through the crowdsourcing urban simulation platform. The information will be returned to the citizens to support their sustainability-aware life. The simulation platform also gives a chance not only to compare each other‚Äôs levels of sustainability, but also to give self-satisfaction through an altruistic contribution for a sustainable future. Thus, people shall utilize the simulator in order to predict their individual or cities‚Äô future sustainability. Meanwhile, the user data will be collected and delivered to the central server in order to analyze the urban sustainability. Consequently, we can measure the urban sustainability based on a real human interaction, and compare individuals as well as cities. The whole process of this research is presented as a new paradigm of an urban simulator that reflects the urban complexities and the inconstant human mind changes. Specific Objectives of This Paper This paper will represent strategies of the crowdsourcing urban simulation which can make a paradigm shift of urban simulation and shall define the customized sustainable indicators for the initial steps of this research. It shows how as system for can communicate with the public using the current technologies: high performance mobile media, social network services and wide-area geospatial information systems. Furthermore, for the first step of this research, the paper defines the urban sustainability indicators, and their categorization is generalized and translated into simpler ways to support the citizen‚ intuitive understanding.
keywords Crowdsourcing, Urban sustainability, Multi-agent based simulation, Social network services
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cdrf2023_235
id cdrf2023_235
authors Mohsen Kafaei, Jane Burry, Mehrnoush Latifi, Joseph Ciorciari
year 2023
title Designing a Systematic Experiment to Investigate the Effect of Ambient Smell on Human Emotions in the Indoor Space; Introducing a Mixed-Method Approach
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_20
summary Studies have indicated that built environments affect all aspects of human life such as emotion, perception, behavior, health, and well-being (Cooper et al. 2011). Built environments are formed from the combination and juxtaposition of visible and invisible environmental variables. In recent years, common techniques such as virtual reality, augmented reality, digital twins, and artificial intelligence have enabled researchers in the field of architecture and urban design to simulate environmental conditions to investigate the impacts of environmental variables on humans. However, the studies conducted in this field of human comfort are mostly focused on the impact of environmental variables such as form, temperature, humidity, and sound, and in fewer studies, up-to-date methods and technologies have been used to simulate and investigate the impact of smell on humans. Most of the studies that have investigated the effect of ambient smell on humans, carried out in the discipline of architecture and urban design, have used traditional tools and methods (questionnaire, interview, observation) rather than advanced technology and tools drawing on neuroscientific knowledge and technique to measure the effectiveness of the ambient smell on human. They have used unmasked scents or real-world environments rather than being able to simulate environmental conditions. This article highlights the significance and necessity of employing simulation methods to investigate the impact of environmental smells on humans. Additionally, it presents the methodology of an experiment for studying the effect of indoor environment smells (with a case study of an office environment in the initial phases) on human emotions, utilizing a mixed-method approach. Analysis of some parts of the data from this experiment showed that exposure to the fragrance of the jasmine flower pleasant (flower) and the odor of the rotten orange peel (unpleasant) can cause changes in the electroencephalography (EEG) power across different bands among participants.
series cdrf
email
last changed 2024/05/29 14:04

_id cf2011_p011
id cf2011_p011
authors Verdonck, Evelien; Lieve Weytjens, Verbeeck Griet, Froyen Hubert
year 2011
title Design Support Tools in Practice. The Architects' Perspective
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. 769-784.
summary In recent years, a large number of design support tools (DSTs) have been developed to address the ever increasing complexity and fragmentation of the architectural design process. Despite the omnipresence and the wide variety of DSTs available to architects today, literature reveals that there is still a mismatch between existing tools and design practice. Further examination of this discrepancy might reveal possible strategies for the improvement of tools. Therefore, this study investigates the Flemish architectural practice directly through a large-scale survey including 629 architects (nearly 10% of the population). The survey was based on a practice-oriented conceptual framework, which was developed as a theoretical background for this study. First the nature of the design process was explored through extensive literature review. In addition to this, a study of tools and possible classifications was carried out. Although numerous studies are available that provide a possible classification, most focus on specific design aspects, for instance sustainability or user-centered design. However, there is no general outline of tools available that would be adequate for the purpose of this research. The DSTs included in this study range from sketches and checklists to 3D CAD and simulation software, in other words any instrument intended to support one or more aspects of the design process. The findings from both literature studies were synthesized in the conceptual framework. This framework presents the design process as a linear process, consisting of the conceptual design phase, the preliminary design phase, the building permission phase, and the construction phase. Six categories of tools were defined, according to the roles they play in the design process, namely knowledge-based, presentation, evaluation/analysis, structuring, modeling, and communication. A tool can belong to one or more categories. The mapping of these roles on the design process resulted in the final framework, which was then used as a base for the questionnaire. The survey aimed at gaining insight into the different DSTs and their corresponding roles, as well as the design phases in which they are used or most needed by Flemish architects in architectural practice. In addition to this, the survey contained questions about the influence of tools on design decision-making, and the specific characteristics and qualities the designers prefer for design support tools. A final part of the survey asked about general background information, such as the respondents’ age, size of architectural firm and types of projects usually undertaken. The results of the survey reveal that there are distinctly different needs for each of the roles defined, as well as a specific frequency of use within each design phase. Furthermore, the most popular tools often encompass multiple roles. Additionally, clear expectations for future tools are defined. Finally, the data collected show researchers and tool developers what kind of support designers need in the different stages of the design process, and may help them to develop DSTs accordingly, to maximize their usability and eventually contribute to decrease the gap between tools and practice.
keywords design tools, architectural design process, survey
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadiaregional2011_031
id acadiaregional2011_031
authors Christenson, Mike
year 2011
title Parametric Variation Revealing Architectural Untranslatability
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.c8q
summary This paper describes a recently concluded graduate seminar which tested how form-generative design tactics of algorithmic work could be productively brought to bear on the conceptual analysis of existing buildings. The seminar did not seek to optimize performance or aesthetic value but simply to query the mechanics and consequences of translation as an act. Seminar participants mined existing buildings as sources for parametric rule-sets which were subsequently applied to varying media fields (e. g., physical materials, text, and graphics). This application revealed that specific media resist certain kinds of translation. This peculiar resistance suggested that characteristics of architecture exist which might broadly be called untranslatable.
series ACADIA
last changed 2022/06/07 07:49

_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 ecaade2011_035
id ecaade2011_035
authors Krieg, Oliver David; Dierichs, Karola; Reichert, Steffen; Schwinn, Tobias; Menges, Achim
year 2011
title Performative Architectural Morphology: Robotically manufactured biomimetic finger-joined plate structures
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.573-580
doi https://doi.org/10.52842/conf.ecaade.2011.573
wos WOS:000335665500066
summary Performative Architectural Morphology is a notion derived from the term Functional Morphology in biology and describes the capacity of an architectural material system to adapt morphologically to specific internal constraints and external influences and forces. The paper presents a research project that investigates the possibilities and limitations of informing a robotically manufactured finger-joint system with principles derived from biological plate structures, such as sea urchins and sand dollars. Initially, the material system and robotic manufacturing advances are being introduced. Consequently, a performative catalogue is presented, that analyses both the biological system’s basic principles, the respective translation into a more informed manufacturing logic and the consequent architectural implications. The paper concludes to show how this biologically informed material system serves to more specifically respond to a given building environment.
keywords Robotic Manufacturing; Biomimetics; Parametric Design; Wood Joints; Plate Structures
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2017_265
id ecaade2017_265
authors Motalebi, Nasim and Duarte, José Pinto
year 2017
title A Shape Grammar of Emotional Postures - An approach towards encoding the analogue qualities of bodily expressions of emotions
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 485-492
doi https://doi.org/10.52842/conf.ecaade.2017.2.485
summary This paper is concerned with the translation of analogue qualities of human emotions into digital readings. Human body postures are considered as one of the main behavioral conduits for non-verbal communication and emotional expressions (Shan et.al., 2007). This research is the first step towards identifying and detecting emotions through posture analysis of users moving through space; leading towards generating real time responses in the form of spatial configurations to users' emotions. Such spatial configurations would then help inhabitants reach certain emotional states that would enhance their life quality. In order to achieve this goal, we propose a methodology for developing a comprehensive shape grammar algorithm that could evaluate and predict bodily expressions of emotions. The importance of this study lies under the embodied interactions (Streech et.al., 2011) in space. As the circumfixed space impacts the embodied mind, the body impacts its surrounding including the architectural space.
keywords Shape Grammar; Computation; Emotion; Posture; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2011_045
id ecaade2011_045
authors Noriega, Farid Mokhtar; Barba, Victor Garcia; Merino, Jose Antonio; Zancajo, Jose Julio; Pérez, Teresa Mostaza
year 2011
title ArchiInspection Project: Integrated Non Destructive Testing, A Building Information Model Approach
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.383-392
doi https://doi.org/10.52842/conf.ecaade.2011.383
wos WOS:000335665500044
summary A non destructive testing process is becoming a technical need, thousands of buildings and huge urban areas will have to be adapted to restrictive energy-saving standards and sustainability criteria. Analysis and diagnostics are required on a massive scale. Building Information Modeling seems to be the adequate environment to assemble huge amounts of data. At this moment both hardware and software technologies are performing moderately well separately. The challenge is to connect them and in the long run automate data collection and conversion to a unified model that could be maintained during the programmed building life cycle. The aim of this research is to discuss the challenge of NDT hardware and BIM software systems integration and define the basic steps for the best practices to undertake it in a fast and accurate manner as well as to define the present and future connections to be developed. A 3 phase joint research project is proposed here and basic needs are analysed. Many lessons have been learned from field work, data translation and data incompatibilities with many shortcomings being detected.
keywords BIM; Architectural Non Destructive Testing; Architectural conservation databases; information interoperability
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia11_122
id acadia11_122
authors Pigram, David; McGee, Wes
year 2011
title Formation Embedded Design: A methodology for the integration of fabrication constraints into architectural 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. 122-131
doi https://doi.org/10.52842/conf.acadia.2011.122
summary This paper presents a methodology for the integration of fabrication constraints within the architectural design process through custom written algorithms for fabrication. The method enables the translation from three-dimensional geometry, or algorithmically produced data, into appropriately formatted machine codes for direct CNC fabrication within a single CAD modeling environment. This process is traditionally one-way with part files translated via dedicated machine programming software (CAM). By integrating the toolpath creation into the design package, with an open framework, the translation from part to machine code can be automated, parametrically driven by the generative algorithms or explicitly modeled by the user. This integrated approach opens the possibility for direct and instantaneous feedback between fabrication constraints and design intent. The potentials of the method are shown by discussing the computational workflow and process integration of a diverse set of fabrication techniques in conjunction with a KUKA 7-Axis Industrial Robot. Two-dimensional knife-cutting, large-scale additive fabrication (foam deposition), robot-mounted hot-wire cutting, and robot-assisted rod-bending are each briefly described. The productive value of this research is that it opens the possibility of a much stronger network of feedback relations between formational design processes and material and fabrication concerns.
keywords robotic fabrication; multi-axis; file-to-factory, open-source fabrication, parametric modeling, computational design
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_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 ecaade2011_117
id ecaade2011_117
authors Albayrak, Canan; Tunçer, Bige
year 2011
title Performative architecture as a guideline for transformation: Defense Line of Amsterdam
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.501-510
doi https://doi.org/10.52842/conf.ecaade.2011.501
wos WOS:000335665500058
summary Performance as an architectural design paradigm has been emerging during the recent years. We have developed an understanding that we formalized as a taxonomy for performative architecture that considers performance from three points of view: health, safety and security performance; functional and efficiency performance; and psychological, social, cultural, and esthetic performance. This paper focuses on a design project that explores these ideas as a performative architecture proposal. The project focuses on the architectural transformation of the Defense Line of Amsterdam, 41 forts, as a green belt. This transformation considers a holistic approach of defining a general method and guideline. We developed a series of parametric models for the definition and generation of designs. The first model computes an urbanization level for each fort. Consequently, models are developed in 4 stages: regional design, urban design, building design, and production of a scale model, and these are applied in an iterative manner to reach design outcomes for the project.
keywords Performative architecture; performance evaluation; taxonomy; parametric modeling
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
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. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 sigradi2011_083
id sigradi2011_083
authors Bertuzzi, Juan; Zreik, Khaldoun
year 2011
title Mixed Reality Games - Augmented Cultural Heritage
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 304-307
summary This paper aims at enhancing Cultural Heritage in several ways. Using Augmented Reality and Virtual Reality technologies, we seek to highlight the advantages of understanding and applying hyper worlds in cultural, sociological, psychological and educational fields. For this purpose, we suggest the inclusion of social serious games as the perfect link to a more productive and pleasant experience for users and a more accurate analysis of simulated cultural environments for researchers.
keywords Game; social; city; culture; heritage
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_299128 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002