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 544

_id ecaade2012_154
id ecaade2012_154
authors Ferreira, M. Piedade; Cabral de Mello, Duarte; Duarte, José Pinto
year 2012
title Embodied Emotions: A Phenomenological Approach to Computation to Explore Empathy Through Architecture
doi https://doi.org/10.52842/conf.ecaade.2012.2.599
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. 599-604
summary In this paper we present a PhD research that aims to develop a design methodology that, using computational tools can generate livable spaces that allow the design of user centered architecture. We propose that a “corporeal architecture” might be able to work in a prophylactic or therapeutic way that can face some adversities generated by the contemporary impact of technology in the human body. We are using motion as the basis the tool to simulate the body’s motion as a spatial generator. We hope to understand how an embodied space, generated by motions that refl ect emotions, can create a sense of attunement with its dwellers. We also wish to achieve the holistic stimuli of the human body in a naturally immersive environment, with the induction of the body’s motions in space by the physical properties of the architecture.
wos WOS:000330320600064
keywords Corporeal Architecture; phenomenology; computation (shape grammars); user-centred design; empathy
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2012_002
id ecaade2012_002
authors Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejdan, Dana (eds.)
year 2012
title Physical Digitality
doi https://doi.org/10.52842/conf.ecaade.2012.2
source Proceedings of the 30th International Conference on Education and research in Computer Aided Architectural Design in Europe - Volume 2 [ISBN 978-9-4912070-3-7], Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, 714 p.
summary Physical Digitality is the second volume of the conference proceedings of the 30th eCAADe conference, held from 12-14 september 2012 in Prague at the Faculty of Architecture of Czech Technical University in Prague. The companion volume is called Digital Physicality. Together, both volumes contain 154 papers that were submitted to this conference. Digitality is the condition of living in a world where ubiquitous information and communication technology is embedded in the physical world. Although it is possible to point out what is “digital” and what is “real,” the distinction has become pointless, and it has no more explanatory power for our environment, buildings, and behaviour. Material objects are invested with communication possibilities, teams are communicating even when not together, and buildings can sense and respond to the environment, each other, and to inhabitants. Digital is no longer an add-on, extra, or separate software. Reality is partly digital and partly physical. The implication of this condition is not clear however, and it is necessary to investigate its potential. New strategies are necessary that acknowledge the synergetic qualities of the physical and the digital. This is not limited to our designs but it also infl uences the process, methods, and what or how we teach. The subdivision of papers in these volumes follow the distinction made in the conference theme. The papers in Physical Digitality have their orientation mainly in the physical realm, and reach towards the digital part. It has to be granted that this distinction is rather crude, because working from two extremes (digital versus physical) tends to ignore the arguably most interesting middle ground.
keywords Digital physicality; physical digitality
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2012_161
id ecaade2012_161
authors Araujo, Bruno; Jorge, Joaquim; Duarte, Jose
year 2012
title Combining Virtual Environments and Direct Manipulation for Architectural Modeling
doi https://doi.org/10.52842/conf.ecaade.2012.2.419
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. 419-428
summary In this paper we present an environment for conceptual design which mimicsthe interaction of designers with physical mockups. We present novel three dimensional on-and-above-the-surface interactive techniques which combine asymmetric bimanual operations with multi-touch direct manipulation on a fl at surface and depth cameras. These take advantage of a continuous interaction space to create and edit 3D models in a stereoscopic environment. To allow modeling architectural shapes directly, we combine hand and finger tracking in the space above the table with multi-touch on its surface without the need to change modes. This provides an alternative design environment where users can seamlessly switch between interacting on the surface or in the space above it depending on the task, which makes it easier to model complex shapes using simple operations.
wos WOS:000330320600044
keywords 3D Modeling; 3D User Interfaces; Virtual Reality; Procedural Modeling
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2012_163
id ecaade2012_163
authors Barbosa, Wilson; Araújo, André; Carvalho, Guilherme; Celani, Gabriela
year 2012
title Samba Reception Desk: Compromising Aesthetics, Fabrication and Structural Performance in the Design Process
doi https://doi.org/10.52842/conf.ecaade.2012.2.255
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. 255-263
summary The present paper describes an integrative design experiment in which different types of models were used in order to achieve a design that compromises aesthetics, lightness, fabrication, assembly and structural performance. It shows how an integrative approach, through the use of both virtual and physical models, can provide valuable feedback in different phases of the design and fabrication process. It was possible to conclude that the design method used allowed solving many problems and had a significant impact in the resulting object.
wos WOS:000330320600025
keywords Design process; structural analysis; parametric design; digital fabrication; integrative design; models in design
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac201210405
id ijac201210405
authors Braumann, Johannes; Sigrid-Brell Cokcan
year 2012
title Digital and Physical Tools for Industrial Robots in Architecture: Robotic Interaction and Interfaces
source International Journal of Architectural Computing vol. 10 - no. 4, 541-554
summary The development of digital and physical tools is highly dependent on interfaces, which define the terms of interaction both between humans and machines, as well as between machines and other machines.This research explores how new, advanced human machine interfaces, that are built upon concepts established by entertainment electronics can enhance the interaction between users and complex, kinematic machines. Similarly, physical computing greatly innovates machine-machine interaction, as it allows designers to easily customize microcontroller boards and to embed them into complex systems, where they drive actuators and interact with other machines such as industrial robots.These approaches are especially relevant in the creative industry, where customized soft- and hardware is now enabling innovative and highly effective fabrication strategies that have the potential to compete with high-tech industry applications.
series journal
last changed 2019/05/24 09:55

_id ecaade2012_303
id ecaade2012_303
authors Cheng, Nancy Yen-wen
year 2012
title Shading With Folded Surfaces: Designing With Material, Visual and Digital Considerations
doi https://doi.org/10.52842/conf.ecaade.2012.2.613
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. 613-620
summary This paper analyses a hybrid design approach; how physical and digital processes can inform each other in a multivalent design cycle. It describes the design of origami-inspired window shades, part of the Shaping Light project that explores how adjustable surface structures can modulate light levels and heat gain in response to the changing seasons. The screen uses sloped surfaces to diffuse light and create apertures that close when the screen is stretched and open when the screen is folded. The project complements digital methods for pattern proportioning and kinetic simulation with manual manipulation to generate 3D folding motifs and refi ne assemblies. Physical prototypes can shape digital refi nement by revealing visual and structural characteristics of materials, along with joint and production considerations. Physical models for simulating sunny and cloudy daylighting conditions provide a direct connection between spatial confi guration and visual effects. The paper concludes with guidelines for material-based digital-analog creation.
wos WOS:000330320600066
keywords Architectural design process; digital fabrication; shading devices; origami
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2012_77
id ecaade2012_77
authors Derix, Christian
year 2012
title Implicit Space
doi https://doi.org/10.52842/conf.ecaade.2012.2.583
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. 583-591
summary Algorithmic design must start with the observation of physical behaviours. When applied to designing spatial confi gurations, correlations between occupation, experience and spatial properties as implicit performances require mapping that can be abstracted into notations for algorithmic encoding. The algorithmic descriptions of space are calibrated by physical models. Both algorithms and catalogues of physical models are weighted and compiled into a heuristic design system that enables the generation of spatial confi gurations based on behaviours of occupation observed in real spaces. The final designs of this Implicit Space course constitute diagrammatic building configurations designed from the inside-out through encoded occupant experiences.
wos WOS:000330320600062
keywords Spatial configuration; behavioural mapping; heuristic algorithms; design system
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id acadia12_139
id acadia12_139
authors Erioli, Alessio ; Zomparelli, Alessandro
year 2012
title Emergent Reefs
doi https://doi.org/10.52842/conf.acadia.2012.139
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 139-148
summary The Emergent Reefs project thrives on the potential that emerge from a coherent utilization of the environment’s inherent ecological structure for its own transformation and evolution, using an approach based on digitally simulated ecosystems and sparkled by the possibilities and potential of large-scale 3D printing technology. Considering tourism as an inevitable vector of environmental change, the project aims to direct its potential and economic resources towards a positive transformation, providing a material substrate for the human-marine ecosystem integration with the realization of spaces for an underwater sculpture exhibition. Such structures will also provide a pattern of cavities which, expanding the gradient of microenvironmental conditions, break the existing homogeneity in favor of systemic heterogeneity, providing the spatial and material preconditions for the repopulation of marine biodiversity. Starting from a digital simulation of a synthetic local ecosystem, a generative technique based on multi-agent systems and continuous cellular automata (put into practice from the theoretical premises in Alan Turing’s paper “The Chemical basis of Morphogenesis” through reaction-diffusion simulation) is implemented in a voxel field at several scales giving the project a twofold quality: the implementation of reaction diffusion generative strategy within a non-isotropic 3-dimensional field and integration with the large-scale 3D printing fabrication system patented by D-Shape®. Out of these assumptions and in the intent of exploiting the expressive and tectonic potential of such technology, the project has been tackled exploring voxel-based generative strategies. Working with a discrete lattice eases the simulation of complex systems and processes across multiple scales (including non-linear simulations such as Computational Fluid-Dynamics) starting from local interactions using, for instance, algorithms based on cellular automata, which then can be translated directly to the physical production system. The purpose of Emergent-Reefs is to establish, through strategies based on computational design tools and machine-based fabrication, seamless relationships between three different aspects of the architectural process: generation, simulation and construction, which in the case of the used technology can be specified as guided growth.
keywords emergence , reef , underwater , 3D printing , ecology , ecosystem , CFD , agency , architecture , tourism , culture , Open Source
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id acadia12_239
id acadia12_239
authors Jackson, Jesse ; Stern, Luke
year 2012
title Fabricating Sustainable Concrete Elements: A Physical Instantiation of the Marching Cubes Algorithm
doi https://doi.org/10.52842/conf.acadia.2012.239
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 239-247
summary This paper explores how an algorithm designed to represent form can be made physical, and how this physical instantiation can be made to respond to a set of design imperatives. Specifically, the paper demonstrates how Marching Cubes (Lorensen and Cline 1987), an algorithm that extracts a polygonal mesh from a scalar field, can be used to initiate the design for a system of modular concrete armature elements that permit a large degree of variability using a small number of discrete parts. The design of these elements was developed in response to a close examination of Frank Lloyd Wright's Usonian Automatic system, an architecturally pertinent historical precedent. The fabricated results positively satisfy contemporary design criteria, including maximal formal freedom, optimal environmental performance, and minimal life-cycle costs.
keywords Form-finding Algorithms , Digital Fabrication , Sustainability , Frank Lloyd Wright , Concrete , Tectonic Elements
series ACADIA
type panel paper
email
last changed 2022/06/07 07:52

_id caadria2012_038
id caadria2012_038
authors Kato, Kody and Hyoung-June Park
year 2012
title Toward a performance-oriented architecture: An integrated design approach to a real time responsive structure
doi https://doi.org/10.52842/conf.caadria.2012.059
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 59–68
summary This paper started from the study of “performance-oriented architecture” for the purpose of developing a real time responsive prototype that can enclose large expansive interior space. Questions regarding the relationship between the structural arrangement of systems and the natural environment initiated an investigation in Phyllotaxis. It has been found in plant systems for the optimisation of photosynthesis with harvesting maximum amounts of solar energy. In the design of a real time responsive prototype, an algorithmic approach is introduced with the mathematical interpretation of Phyllotaxis and its translation into the global geometry of the prototype. Also, the usage of a Voronoi diagram is parametrically configured to form the local geometry of the prototype. The interactive mechanism of the prototype was achieved with an assorted computational application. Furthermore, with the demonstration of the aforementioned prototype in both digital and physical environments, its implementation process is explained.
keywords Performance-oriented architecture; phyllotaxis; Voronoi diagram; real-time-responsive structure
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2012_272
id ecaade2012_272
authors Kepczynska-Walczak, Anetta
year 2012
title Impact of digital design methods on physical performance
doi https://doi.org/10.52842/conf.ecaade.2012.1.023
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 23-28
summary This paper deals with relationship between the digital and the physical on the basis of retrospective of previous eCAADe conferences and the author’s didactic experience. In order to show a scope of issues, different methods and tools are described and analyzed. Author believes that described approach may contribute to the ongoing discussion on recommendations for CAAD teaching. Refl ecting the conference theme, author poses the question whether digitality can be identifi ed as intangible physicality.
wos WOS:000330322400001
keywords Digital design theory and methods; digital architecture; integrated design; teaching strategies
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2012_045
id caadria2012_045
authors Khoo, C. K. and F. D. Salim
year 2012
title A responsive morphing media skin
doi https://doi.org/10.52842/conf.caadria.2012.517
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 517–526
summary Existing media façades do not function as fenestration devices. They have been used mainly for visual communication and aesthetic purposes. This paper introduces a responsive morphing skin that can act as an active fenestration device as well as a media skin. We investigate new possibilities of using form-changing materials in designing responsive morphing skins that respond to environmental conditions and act as a communicative display. The design experiment that embodied this investigation, namely Blind, serves as a new layer of analogue media brise-soleil for existing space. It communicates the relationships between interior and exterior spaces visually and projects mutable imageries to the surrounding environment through sunlight. The design process of Blind simulates the responsive behaviour of the intended architectural skin by integrating physical computing and parametric design tools. This process includes the integration of soft apertures and architectural morphing skin to introduce a novel design method that enables an architectural skin to be a means of communication and fenestration. It responds to changing stimuli and intends to improve the spatial quality of existing environments through two types of transformations: morphological and patterned.
keywords Media façades; elasticity; responsive architecture; formchanging materials; kinetic skin
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2012_65
id ecaade2012_65
authors Kontovourkis, Odysseas
year 2012
title Virtual Forces in Design and Fabrication Process: Assembly and Construction of Physical Prototypes
doi https://doi.org/10.52842/conf.ecaade.2012.2.133
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. 133-141
summary This paper demonstrates a preliminary research and teaching investigation that attempts to use virtual forces in order to achieve interaction behavior between individual components as mechanism for the development of physical prototypes in various scales. Through case studies, the current research examines possibilities for the design of global systems, structural components and joints aiming to construct prototypes that can be characterized by continuity in their forms, structures and materials. In parallel, a number of questions are raised. Is the process from design to fabrication linear? What can be the relation between digital and physical processes? In which level this integration can be achieved? This work attempts to investigate the application of such methodology, both in design and fabrication, and to examine its contribution in the design and construction process.
wos WOS:000330320600013
keywords Virtual forces; assembly; construction; physical prototypes
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2012_95
id ecaade2012_95
authors Ladurner, Georg; Gabler, Markus; Menges, Achim; Knippers, Jan
year 2012
title Interactive Form-Finding for Biomimetic Fibre Structures: Development of a Computational Design Tool and Physical Fabrication Technique Based on the Biological Structure of the Lichen
doi https://doi.org/10.52842/conf.ecaade.2012.2.519
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. 519-529
summary This contribution shows a biomimetic approach to design and produce fibrous structural elements derived from the morphology of the biologic archetype ‘the lichen’. The physical form fi nding strategy allows for a novel self-organised reinforcement for fibrous composite systems. A computational design tool has been developed, based on the fi ndings of various physical models. The digital device allows for shape control and therefore an interaction to and manipulation of the fabrication process. Since the form fi nding algorithms of the tool are based on physical experiments,every geometry is derived through the program and has its counterpart in production. For example: the fibre density in the model can be adjusted which leads to different geometries. In production the chosen denseness is utilised, thus, the production yields automatically to the desired load-optimized geometry found in the form-finding tool.
wos WOS:000330320600055
keywords Biomimetics; Form-finding; Self-organization; Emergence; Fibre structures
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia12_269
id acadia12_269
authors Lally, Sean
year 2012
title Architecture of an Active Context
doi https://doi.org/10.52842/conf.acadia.2012.269
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 269-276
summary As we stand with our feet on earth’s outermost surface we build an architecture today that is much like it was several thousand years earlier, in an attempt to extend that outer shell with one of our own making. Artificial masses are built from a refinement of this existing geologic layer into materials of stone, steel, concrete, and glass that assemble to produce new pockets of space through the buildings they create. However, the sixth century BC writer Thales of Miletus put a different perspective on this: he insisted that we live, in reality, not on the summit of a solid earth but at the bottom of an ocean of air (Holmyard 1931). And so, as architecture continues to build up the outermost layer of earth’s surface through a mimicking, embellishing, and enhancing of the materials which it comes from, it raises the question of why we have not brought a similar relationship to the materialities at the bottom of this “ocean” of air to create the spaces we call architecture. If you were looking to level a complaint with the architectural profession, stating that it has not been ambitious enough in scope would not be one. Architects have never shied away from the opportunity to design everything from the building’s shell to the teaspoon used to stir your sugar in its matching cup. But it would seem that the profession has developed a rather large blind spot in terms of what it sees as a malleable material with which to engage. Architects have made assumptions as to what is beyond our scope of action, refraining from engaging a range of material variables due to a belief that the task would be too great or simply beyond our physical control. So even though we are enveloped by them continuously, both on the exterior as well as the interior of our buildings, it must be assumed that the particles, waves, and frequencies of energy that move around us are thought by architects to be too faint and shaky to unload upon them any heavy obligations, that they are too unwieldy for us to control to create the physical boundaries of separation, security, and movement required of architecture. This has resulted in a cultivated set of blinders that essentially defines architecture as a set of mediation devices (surfaces, walls, and inert masses) for tempering the environmental context it is situated in from the individuals and activities within. The spaces we inhabit are defined by their ability to decide what gets in and what stays out (sunlight, precipitation, winds). We place our organizational demands and aesthetic opinions on the surfaces that mediate these variables rather than seeing them as available for manipulation as a building material on their own. The intention here is to recalibrate the materialities that make up that environmental context to build architecture. The starting point is a rather naive question: can we design the energy systems that course in and around us daily as an architectural material so as to take on the needs of activities, securities, and lifestyles associated with architecture? Can the variables that we would normally mediate against instead be heightened and amplified so as to become the architecture itself? That which many would incorrectly dismiss as simply “air” today—thought to be homogeneous, scale-less, and vacant due in part to the limits of our human sensory system to perceive more fully otherwise—might tomorrow be further articulated, populated, and layered so as to become a materiality that will build spatial boundaries, define activities of individuals and movement, and act as architectural space. Our environmental context consists of a diverse range of materials (particles and waves of energy, spectrum of light, sound waves, and chemical particles) that can be manipulated and formed to meet our needs. The opportunity before us today is to embrace the needs of organizational structures and aesthetics by designing the active context that surrounds us through the material energies that define it.
keywords Material energies
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ecaade2012_104
id ecaade2012_104
authors Liapi, Marianthi; Oungrinis, Konstantinos-Alketas; Voyatzaki, Maria
year 2012
title Sensponsive Playscapes: A Pedagogical Design Approach to Manifest and Promote the Physical Digital Continuum
doi https://doi.org/10.52842/conf.ecaade.2012.2.343
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. 343-351
summary This paper chronicles an intensive student workshop on sensponsive architecture, from the educators’ point of view, underlying the pedagogical notes on this new design approach that employs digital design tools and electronic assemblies to creatively experiment with human-computer interaction. The workshop presented the theoretical, computational and fabricating frameworks for a human-centered approach to spaces with sensponsive partitions that respond timely with sense, displaying an adaptive behavior through time. The workshop theme was further specialized to direct the design outcome toward sensponsive environments for children that can help them perceive, experience and develop a meaningful understanding of the world around them through play.
wos WOS:000330320600035
keywords Sensponsive architecture; student workshop; arduino assemblies; children’s spaces
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2012_279
id ecaade2012_279
authors Marcos, Carlos L.
year 2012
title Beyond Phenomenal or Literal Transparency: Physical Digitality
doi https://doi.org/10.52842/conf.ecaade.2012.2.551
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. 551-560
summary The interesting distinction established by Collin Rowe and Robert Slutzky regarding the concept of transparency in modern architecture can be further enriched in relation to digital architecture and the new ways in which architects may address the design of material limits. The polarity between materiality and virtuality, between being and appearance is challenged with the concept of eversion and could lead to what we have referred to as virtual transparency. The intricate performative latticed skins designed and fabricated thanks to C.A.D./C.A.M. techniques have produced different states of transparent visual effects that either conceal or partially suggest silhouettes producing latticed transparencies. Finally, the development of next generation liquid crystal displays may introduce highly responsive transparent membranes in architecture allowing a one step further virtual transparency that could be described as translucent transparency.
wos WOS:000330320600058
keywords Phenomenal transparency; eversion; virtual transparency; latticed transparency; translucent transparency
series eCAADe
last changed 2022/06/07 07:59

_id acadia15_211
id acadia15_211
authors Melsom, James; Girot, Christophe; Hurkxkens, Ilmar
year 2015
title Directed Deposition: Exploring the Roles of Simulation and Design in Erosion and Landslide Processes
doi https://doi.org/10.52842/conf.acadia.2015.211
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 211-221
summary Working with and against environmental processes, such as the movement of water, earth, and rock, and terrain, has been a perpetual challenge since the dawn of civilisation. While it has been possible to gradually tame many landscapes to perform in a predictable manner, there are many circumstances where we are forced to live with and around such processes in everyday life. This research is primarily interested in the potential of design to interact with such processes. Specifically, we are interested in the designed redirection of erosion and landslide processes already observable in nature, taking the urbanised hillsides of the Alps as test case scenario. The research specialisation continues a research and design focus specialised on processes material deposition of river and flood systems, further down the water catchment chain (REF: ANON 2012). This specific alpine research is compelling in the context of Anthropocene processes, we are specifically focussed in the appraisal, harnessing and redirection of existing environmental phenomena, given what can be understood as our inevitable interaction with these processes (Sijmons 2015). Within this broader research, which has ecological, cultural, and formal potential, this paper shall explore the practical aspects of connecting design, and the designer, with the potential for understanding and designing these evolving mountain landscapes. There is a long history behind the development of landscape elements which control avalanches, mud, rock, and landslides. The cultural, functional and aesthetic role of such elements in the landscape is relatively undiscussed, epitomising an approach that is primarily pragmatic in both engineering and expense. It is perhaps no surprise that these elements have a dominant physical and visual presence in the contemporary landscape. Through the investigation of synergies with other systems, interests, and design potential for such landscape elements, it is proposed that new potential can be found in their implementation. This research proposes that the intuitive linking of common design software to direct landslide simulation, design of and cultural use can interact with these natural processes. This paper shall demonstrate methods to within which design can enter the process of landscape management, linking the modelling processes of the landscape designer with the simulation capabilities of the specialised engineer.
keywords Landscape Design Workflows, Landscape Simulation, Terrain Displacement, Material Flow, Erosion Processes, Interdisciplinary Workflows
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id acadia12_333
id acadia12_333
authors Poulsen, Esben Skouboe ; Andersen, Hans Jørgen
year 2012
title Reactive Light Design in the ""Laboratory of the Street"" Esben Skouboe Poulsen, Hans Jørgen Andersen"
doi https://doi.org/10.52842/conf.acadia.2012.333
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 333-342
summary This paper presents and discusses results related to a full-scale responsive urban lighting experiment and introduces a light design methodology inspired by reactive control strategies in robot systems. The experiment investigates how human motion intensities can be used as input to light design in a reactive system. Using video from 3 thermal cameras and computer vision analysis; people’s flow patterns were monitored and send as input into a reactive light system. Using physical as well as digital models 4 different light scenarios is designed and tested in full-scale. Results show that people on the square did not engage in the changing illumination and often they did not realized that the light changed according to their presence. However from the edge of the square people observed the light patterns “painted” on the city square, as such people became actors on the urban stage, often without knowing. Furthermore did the experiment showcase power savings up to 90% depending on the response strategy.
keywords Responsive environments , Architectural Lighting , Interaction , Realtime response , Computer vision
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

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