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 562

_id ecaade2011_124
id ecaade2011_124
authors Ibrahim, Mohamed S.; Bridges, Alan; Chase, Scott C.; Bayoumi, Samir; Taha, Dina S.
year 2011
title Experiencing design with grammatical explorations in the beginning design studio: The after-recognition experiment: designing with constraints
doi https://doi.org/10.52842/conf.ecaade.2011.689
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.689-698
summary This paper describes a teaching experience conducted and carried out as part of the coursework of first year students of architecture in two different countries. The workshop is the second of three workshops planned to take place during the course of the first year studio, aimed at introducing new ways of thinking and introducing students to a new pattern of architectural education. The experiment was planned under the theme of “Production” in the mid-stage that is considered the operational stage of the design process. It also succeeded a recognition stage in which the students’ visual reasoning skills were targeted with more open and less determined design tasks. A grammatical approach was chosen to deliver the methodology in the design studio, based on the shape grammar methodology.
wos WOS:000335665500080
keywords Beginning/Novice students; shape grammar; pedagogical grammar; design education
series eCAADe
email
last changed 2022/05/01 23:21

_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
doi https://doi.org/10.52842/conf.caadria.2011.555
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
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 eaea2009_kardos_plachtinska
id eaea2009_kardos_plachtinska
authors Kardos, Peter; Petra Plachtinska
year 2011
title Spatial Experience in Real & Virtual Environment as an Urban Design Tool
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 59-64
summary The innovations of information technologies and the new possibilities of multimedia exploitation in the realm of architectural design and education are supporting the development of image communication methods on the basis of interactivity. The creative process of searching and decision-making in the urban design studio of our Faculty is supported by spatial modeling methods. The draft is sketched in modeling material on a working model. From the didactic point of view, relevant are mainly those phases, in which is possible, in the imaginative way, to support the searching and decision making process with the aim to test, compare and continuously evaluate the fulfillment of the hypothetic intentions of the solution responsibilities. The model becomes an interactive medium of cooperation between teacher and the working group of students. From the view of design crystallization, the dominant phases, in the creative process, are examining, verification, and simulation. The alternatives of material-compositional content and the spatial performance charts of modeled physical structure are verifying and the visual experience of the anticipated urban environment is simulated by the author, but also through the future client’s eyes. The alternation of the composition’s spatial configurations is generally appreciated by the static visual verification in the endoscopic horizon like the architectural spatial studies. The effective method of the progress generates a creative atmosphere for the generative thinking and design. The laboratory simulation of spatial experiences and their evaluation is performed following the perception psychology relations. The simulation of digestion of the new spatial reality intervenes the customer’s identification and guides to subjective approaches towards the quality and complexity of the formed environment. The simulation is performed in motion in order to be able to anticipate the dynamic continuity of subjective spatial imagination. The induced atmosphere will direct the evaluational attitudes of authors on comparison and selection of the successful alternatives. In our fee, we will present the demonstrations of selected static and dynamic notations of image sequences prepared in our laboratory. The presentations have been created in order to analyze, verify and offer imaginative support to creative findings in result of fulfilling the studio design tasks in the educational process. The main one is the design of urban spatial structures. The laboratory methodology is in the first place oriented on the analogue-digital procedures of "endoscope" model simulation. At the same time it also explores and looks for new unconventional forms of visual communication or archiving as imagination support to specialist and laymen participants in creative, valorization and approval processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_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
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_20
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
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 ecaade2011_120
id ecaade2011_120
authors Tellios, Anastasios; Psaltis, Stylianos
year 2011
title Sensitive transformations of physical territories: Digital and material procedures in designing
doi https://doi.org/10.52842/conf.ecaade.2011.589
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.589-594
summary This paper focuses on two issues concerning advanced architectural design techniques. The first issue has to do with design methodology and more precisely with the analysis of the fundamental ‘components’, which might compose a fragile place or environment and bear a clearly distinctive character. The second issue is related to a more architectonic agenda and concerns the consequent creation of a holistic architectural product, aiming mainly to the basic architectural concept of ‘inhabitation’. Furthermore, concerning the overall process, the idea of metabolism is becoming the central point, when referring, both to the attempt of conceiving a specific natural territory within the digital realms, and to the architectural form-finding process.
wos WOS:000335665500068
keywords metabolism; territory; inhabitation; emergence; materiality
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 ijac20109301
id ijac20109301
authors Biloria, Nimish
year 2011
title InfoMatters, a multi-agent systems approach for generating performative architectural formations
source International Journal of Architectural Computing vol. 9 - no. 3, 205-222
summary The research paper exemplifies upon a computationally intensive inter-disciplinary research driven design investigation into spatializing the relationship between digital information and physical matter. Focusing on the development of architectural scale urban inserts, the design-research work operates on the intersection of information technology, environmental design, architecture, and computer aided manufacturing domains.The research framework revolves around developing a seamless integration of the aforementioned disciplines in order to establish iterative simulation driven methodologies for generating bottom-up sustainable architectural formations. This is achieved by establishing parametrically driven relational linkages between differential data sets (environmental, social, topological, material etc), which formulate the context (both global and local) within which the proposed project has to be designed. A selforganizing multi-agent system based simulation methodology for generating resultant spatial formations, in time, based on the impacts of the parametric relationships between the aforementioned data sets is eventually embarked upon. This implies, understanding the site as a dynamic information field within which interdependent ecology of agents (representing typology of people, program, structure, speed, desired social interaction etc) with multi-level relational affinities amongst each other as well as the dynamic urban information field. The resultant self-organized multi-agent formations are iteratively mined for identifying logical three-dimensional structural patterns or subjected to programmatic and environmental need driven additional layer of structural simulation with pre-embedded material restraints. An optimized system of multi-performative components that not only populates but also serves as an integrated structural + skin system of the results obtained from the agent based simulations (based upon the degree of inclusion/exclusion of parameters such as the amount of light, sound, wind etc) is subsequently generated. These experimental projects attained the status of self-evolving ecologies of multi-dimensional agents with embodied behavioural profiles, thus providing engaged, highly interdependent design by simulation outputs. The outputs showcase a dynamic system's driven approach towards sustainable design by stressing upon the idea of cohesively binding information and material systems from the very beginning of the design process. Such approaches help in reducing post-optimization of built form and consequently allow for rational understanding of performance criteria and its impact on formal articulations throughout the design process.
series journal
last changed 2019/05/24 09:55

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

_id caadria2011_036
id caadria2011_036
authors Chae, Hee Hwa; Mi Jeong Kim, Ju Hyun Lee and Xiangyu Wang
year 2011
title A work service model of the ubiquitous office
doi https://doi.org/10.52842/conf.caadria.2011.375
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. 375-384
summary In recent years, office environments adopt ubiquitous computing with a focus on collaboration and mobile communication to promote real-time enterprises. Within this context, this study deals with a significant issue on the ubiquitous office environments by understanding human behaviors and works. We propose a ubiquitous office model considering the correlation between ubiquitous computing technologies and work services in the office. Two attributes are focused, collaboration and mobility, as identifier for categorizing the work types. The classic types of work services have variations in the amount of communication and the proportion of working outside of the office. The proposed work service model includes territorial and non-territorial services for the ubiquitous office to enable workers in and out of the office to interact with each other. The findings in this paper would be a theoretical basis for embodying the intelligent office which supports office works efficiently and effectively.
keywords Ubiquitous office; work service model; ubiquitous computing; context awareness; collaboration
series CAADRIA
email
last changed 2022/06/07 07:55

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

_id sigradi2011_308
id sigradi2011_308
authors de Lima, Denise; Teixeira Gonçalves, Fábio; da Silva, Régio Pierre
year 2011
title Portais Corporativos em Universidades: Uma Metodologia para o Processo de Projeto [Corporative Portal in Universities: a Methodology for Design Process]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 376-380
summary The web portals in universities must be functional, meeting the demands of the academic community. This study aims to propose a systematic methodology for the design process of corporate portals. For this, an exploratory survey was made about corporate portals, methodologies for product design, software engineering and theory of object orientation. Case studies were made with two universities teams. Thus, the end of this study was designed a methodology for the design of corporate portals in universities. And soon after, there was the application of this methodology in project development of the portal of university of Brazil.
keywords Product development; design; methodology
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2011_127
id ecaade2011_127
authors Di Mascio, Danilo; Palka, Pierpaolo
year 2011
title From the 3D survey “ad Oggetto” to the technological representation of the architecture: The case study of Caporciano
doi https://doi.org/10.52842/conf.ecaade.2011.829
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.829-836
summary In this paper we are to present a research, still in progress, whose main objective is the desire to develop and test an alternative method of surveying, representing and analyzing buildings that are part of a minor historical-artistic heritage. The instruments used and the proposed methodology want to give an alternative to other solutions such as 3D laser scanners and photogrammetry, which would be not only expensive, but also difficult to use in small and irregular spaces, typical of the old Italian villages. The case study that will be presented is Caporciano, a small medieval village in Abruzzo (a region at the centre of Italy), in the internal area of the region affected by a violent earth quake in 2009. This tragic event has put the spotlights on the problems and the fragility of these small villages, which represent an important local resource of cultural importance, and therefore must be preserved for the future generation. In order to properly act in these areas, it is necessary to thoroughly know the actions to be taken for its recovery or conservation, and the present methodology allows the creation of this knowledge made up of several drawings, both two-dimensional and three-dimensional.
wos WOS:000335665500095
keywords 3D survey; cultural heritage; 3d modeling; CAD; Abruzzo region
series eCAADe
email
last changed 2022/05/01 23:21

_id caadria2011_026
id caadria2011_026
authors Dorta, Tomás; Yehuda Kalay, Annemarie Lesage and Edgar Pérez
year 2011
title First steps of the augmented design studio: The interconnected Hybrid Ideation Space and the CI Loop
doi https://doi.org/10.52842/conf.caadria.2011.271
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. 271-280
summary Professional or school design studios are essential environments for design supporting free exploration of materials and representations, analogue or digital. New technologies have moved into the studio with mixed results. Paradoxically, the use of portable computers, using Internet as collaboration channel, has actually individualized the design work and limited the support to co-creation, reinforcing individual work. The Augmented Design Studio argues for the implementation of hybrid technology, such as the Hybrid Ideation Space (HIS), in the design studio to compensate for the absence of collective local or remote efficient ideation space. This paper presents a case study showing the primary results of distant synchronous and asynchronous design collaboration supported by the interconnected HIS during an ad-hoc project and assessed by the improved Collaborative Ideation Loop (CI Loop) methodology. The HIS was installed in two universities located in different countries. We ran a research protocol in the format of a design charrette where two teams (team a: two architecture students, team b: two industrial design students) participated in the ideation of a bus shelter. This case study shows that teams were able to co-design while they were virtually “teleported” into each other’s representations.
keywords Design studio; hybrid approach; Collaborative Ideation Loop; telepresence; Hybrid Ideation Space
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia11_170
id acadia11_170
authors El Sheikh, Mohamed; Gerber, David
year 2011
title Building Skin Intelligence: A parametric and algorithmic tool for daylighting performance design integration
doi https://doi.org/10.52842/conf.acadia.2011.170
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. 170-177
summary The research presents a methodology and tool development which delineates a performance-based design integration to address the design, simulation, and proving of an intelligent building skin design and its impact on daylighting performance. Through the design of an algorithm and parametric process for integrating daylighting performance into the design phase an automated configuration evaluation is achieved. Specifically the tool enables design exploration of semi autonomous and fully autonomous configurations of an exterior building envelope louver system. The research situates itself in the field of intelligent building skins and adds to the existing solutions a validation of systems with interdependent louvers of varying tilt angles. The system is designed to respond to dynamic daylighting conditions and occupants’ preferences. Within the framework of this study, Grasshopper, Rhino, Galapagos and DIVA, are linked and coded into one integrated process, facilitating design optioneering with near real time feedback. The paper concludes with a description of the tool set’s extensibility, future incorporation of domain integration, and conflation of natural and physical system interaction and complexity.
keywords kinetic facades; parametric design; design integration; daylighting; performative design; design optioneering; realtime feedback
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id ecaade2011_077
id ecaade2011_077
authors Ettlinger, Or
year 2011
title The Perceptual, the Virtual, and the Real: On the experience of place in the digital age
doi https://doi.org/10.52842/conf.ecaade.2011.925
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.925-932
summary Since the dawn of philosophical thought man has questioned the validity of his experience of the world around him: Is the world just as we perceive it to be, or does its true essence lie beyond our reach? In our own time, technological, social, and economic developments have made such philosophical concerns more relevant to our everyday lives than ever before. However, the available terminology for discussing such matters is often too limited to fully capture their nature. This paper proposes a consistent terminology for the discussion of such matters and suggests a model of the different aspects from which they are comprised. This terminology will be applied to, as well as presented through, issues that are pertinent to architectural theory, to the experience of places, and to the intangible sense of place which digital phenomena can sometimes provide.
wos WOS:000335665500106
keywords Architectural theory; media theory; perceptual; virtual; real
series eCAADe
email
last changed 2022/05/01 23:21

_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
doi https://doi.org/10.52842/conf.ecaade.2012.2.495
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
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.
wos WOS:000330320600052
keywords Topology optimization; robotics; hotwire cutting; EPS formwork; concrete structures
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2011_260
id sigradi2011_260
authors Gayetzky de Kuna, Graciela; Szeliga, Horacio; Vargas Velázquez, Vanessa
year 2011
title Modelo de Transferencia de Información Patrimonial (MTIP): El Patrimonio Arquitectónico de las Misiones Jesuítico Guaraní, su documentación, comunicación y difusión. La Arquitectura Virtual como herramienta [Modelo de Transferencia de Información Patrimonial (MTIP): The Architectural Heritage of Guaraní Jesuit Missions, documentation, communication and dissemination. Virtual Architecture as a tool]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 127-130
summary This paper focuses on the construction of a digital model designed to mediate the information on heritage assets of Guaraní Jesuit Missions, but mainly to establish a working methodology that considers the particularities of the local cultural and technological reality without losing view the requirements imposed by the global.
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2011_p019
id cf2011_p019
authors Haeusler, Matthias Hank; Beilharz Kirsty
year 2011
title Architecture = Computer‚ from Computational to Computing Environments
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. 217-232.
summary Drawing on architecture, urban digital media, engineering, IT and interaction design, the research presented in this paper outlines a possible shift from architecture designed through computation (any type of process, algorithm or measurement done in a computational matter) towards architecture capable of computing (developing, using and improving computer technology, computer hardware and software as a space-defining element). The research is driven by recent developments in four fields, as follows: (a) Architecture in its recent development has shifted from a planar box, as was the ideal in the modernist movement, towards complex and non-standard forms. (b) The design concepts of non-standard surfaces have been adopted into media facades and media architecture by liberating the pixel from its planar position on a screen [1]. (c) Advancements in pervasive computing applications are now able both to receive information from the environment in which they are used and to detect other devices that enter this environment [2]. (d) Developments in advanced autonomous systems such as Human Computer Interaction (HCI) or Human Robot Interaction (HRI), have produced intelligent systems capable of observing human cues and using these cues as the basis for intelligent decision-making [3]. Media fa_ßade developments work in the direction of the above-mentioned four fields, but often come with limitations in architectural integration; they need additional components to interact with their environment and their interactions are both often limited to visual interactions and require the user to act first. The researched system, Polymedia Pixel [4] discussed in this paper, can overcome these limitations and fulfil the need for a space-defining material capable of computing, thus enabling a shift from architecture designed by computation towards architecture capable of active computing. The Polymedia Pixel architecture merges digital technology with ubiquitous computing. This allows the built environment and its relation with digital technology to develop from (a) architecture being represented by computer to (b) computation being used to develop architecture and then further to where (c) architecture and the space-defining objects have computing attributes. Hence the study presented aims to consider and answer this key question: ‚ÄòWhen building components with computing capacity can define space and function as a computer at the same time, what are the constraints for the building components and what are the possible advantages for the built environment?‚Äô The conceptual framework, design and methods used in this research combine three fields: (a) hardware (architecture and design, electronic engineering) (b) software (content design and IT) and (c) interaction design (HCI and HRI). Architecture and urban design determinates the field of application. Media architecture and computer science provide the technological foundation, while the field of interaction design defines the methodology to link space and computing [5]. The conceptual starting point is to rethink the application of computers in architecture and, if architecture is capable of computing, what kind of methodology and structure would find an answer to the above core research question, and what are the implications of the question itself? The case study discusses opportunities for applying the Polymedia Pixel as an architectural component by testing it on: (a) constraint testing ‚Äì applying computational design methodologies to design space (b) singular testing - discussing the advantages for an individual building, and (c) plural testing ‚Äì investigating the potential for an urban context. The research aims to contribute to the field of knowledge through presenting first steps of a System < - > System mode where buildings can possibly watch and monitor each other, additional to the four primary interactive modes of operation. This investigation, its proposed hypothesis, methodology, implications, significance and evaluation are presented in the paper.
keywords media architecture, computational environments, ubiquitous computing, interaction design, computer science
series CAAD Futures
email
last changed 2012/02/11 19:21

_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

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